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Shockadin Paladin Talents

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raidcommunity build

For a one-minute single-boss fight the search settled on Tuned 23/0/28 · 1 min, a 23/0/28 split. It goes 23 points into Holy for Holy Shock and Consecrated Ground on the fifth row, and 28 into Retribution to reach Champion of the Light on the sixth. Protection gets nothing.

Tuned 23/0/28 · 1 minOpen in the sim
Undead on 1 boss · 1 min · 550031032001012--052153300012303

Every fight uses this build but one. The two-minute single-boss build moves Holy Conduit's point to Deflection, which changes nothing for your damage.

Why these talents

Champion of the Light adds spell damage equal to 60 % of your Intellect. It is worth 9.8 % of your damage, one of your two biggest talents, and it is why Intellect sits high in your stat weights. Blizzard's notes of 1 October cut it from 100 % to 60 % and confirmed it never raised healing.

Holy Shock has a 10-second cooldown in Forever instead of Classic's 30, so you press it three times as often. Rank 4 hits for 334 to 362 Holy damage plus 42.9 % of your spell power. It rolls on the spell table, so it misses more often than your melee and crits for half again, not double. The talent is worth 10.9 %. Divine Favor makes the first Holy Shock of every two minutes a sure crit.

Vengeance stacks up to three times, each stack 3 % Physical and Holy damage for 30 seconds, and any crit that isn't a tick adds one. The seal's hits, the Judgement and Holy Strike all count, so it is up 98.4 % of the fight and works as a permanent 9 %. It is worth 7.4 %. You need Sanctified Judgement above it to take it.

Consecrated Ground raises your Holy damage by 10 % against the first four enemies that enter your Consecration. You keep Consecration down almost all fight, so the mark is up 98.3 % and lifts all of your Holy damage. Two points are worth 7.0 %.

Improved Seals adds 15 % to the damage of Seal of Righteousness and its Judgement, worth 5.7 %. It replaces Classic's Improved Seal of Righteousness, which gave the same 15 % for five points instead of three.

Improved Judgement and Conviction finish the core. The first brings Judgement back every 8 seconds instead of 10, worth 4.3 %. Conviction's 5 % crit reaches everything that rolls on the melee table, which in our simulator includes the seal and the Judgement, and is worth 3.3 %.

Sacred Arbiter makes Holy Strike hit 20 % harder and refresh every Judgement on the target, yours or another paladin's. Our raid's judgements never fall off, so the sim only counts the damage, 1.6 %. In a raid where you keep another paladin's Judgement of the Crusader up with your Holy Strikes, it is worth more.

Flexible points

These points are mostly there to reach the next row. Move them if your raid needs something else.

  • Unyielding Faith, Purifying Power and Reverence. Six Holy points to reach the fifth row. None of them adds damage here: Reverence scores 0.0 % in the sim, and Purifying Power only shortens Exorcism and Holy Wrath, which work on Undead and Demons alone. Healing Light, Spiritual Focus, Voice of Truth or Infusion of Light fill the same rows.
  • Holy Conduit or Deflection. Holy Conduit's one point saves a fifth of Consecration's mana. On a three-minute single-boss fight that is worth 1.9 %, because mana runs short near the end. On shorter fights, and against three bosses, it is worth little, and the point can go anywhere.
  • Two-Handed Weapon Specialization. It only raises Physical damage, which for you means white swings. The second point is worth 3.5 DPS. Champion of the Light needs 25 Retribution points first, and these two do more than the other fillers on that path.
  • Benediction and Vindication. Ten percent off every instant spell's mana and 3 % more attack power, worth 0.0 % and 0.4 %. They fill the first and third Retribution rows, where Deflection and Pursuit of Justice do nothing for damage.

What each talent is worth

A talent's value here is how much the build loses when that talent's points go to the best legal alternative instead, on the same simulated fights. Since each is measured on its own, they don't sum to your damage. The last-point column is what a single point is worth.

TalentPointsWorthIts last point
Holy Shock1+118 DPS · 10.9 %–
Champion of the Light3+106 DPS · 9.8 %+35 DPS · 3.3 %
Vengeance3+81 DPS · 7.4 %+27 DPS · 2.5 %
Consecrated Ground2+77 DPS · 7.0 %+38 DPS · 3.5 %
Improved Seals3+62 DPS · 5.7 %+21 DPS · 1.9 %
Improved Judgement2+47 DPS · 4.3 %+21 DPS · 1.9 %
Conviction5+36 DPS · 3.3 %+7.2 DPS · 0.7 %
Sacred Arbiter1+17 DPS · 1.6 %–
Divine Intellect5+10 DPS · 0.9 %+2.2 DPS · 0.2 %
Divine Strength5+7.2 DPS · 0.7 %–
Two-Handed Weapon Specialization2+7.0 DPS · 0.6 %+3.5 DPS · 0.3 %
Divine Favor1+6.6 DPS · 0.6 %–
each talent’s worth: the build without it, on the same simulated fights · Undead

On every fight

The points barely move between fights, but what they are worth does. Against three bosses Consecration's ticks land on all of them and scale with spell power, so Champion of the Light rises to 12.7 % while Holy Shock, which hits one boss, falls to 7.7 %.

FightPointsFrom this fight’s build
23 / 0 / 28this fight
23 / 0 / 28+1 Deflection, −1 Holy Conduit
23 / 0 / 28same build
23 / 0 / 28same build
23 / 0 / 28same build
23 / 0 / 28same build
each fight’s talents are searched for it
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Shockadin Paladin Talents

engine 53f4a3c10,000 iterations12 Octbenchmark on 1 boss · 1 minbeta data: unverified until level 60 opensupdated 12 Oct 2026How this is measured

· 1 boss · 1 min · Pre-raidcommunity build

For a one-minute single-boss fight the search settled on Tuned 23/0/28 · 1 min, a 23/0/28 split. It goes 23 points into Holy for Holy Shock and Consecrated Ground on the fifth row, and 28 into Retribution to reach Champion of the Light on the sixth. Protection gets nothing.

Tuned 23/0/28 · 1 minOpen in the sim
Undead on 1 boss · 1 min · 550031032001012--052153300012303

Every fight uses this build but one. The two-minute single-boss build moves Holy Conduit's point to Deflection, which changes nothing for your damage.

Why these talents

Champion of the Light adds spell damage equal to 60 % of your Intellect. It is worth 9.8 % of your damage, one of your two biggest talents, and it is why Intellect sits high in your stat weights. Blizzard's notes of 1 October cut it from 100 % to 60 % and confirmed it never raised healing.

Holy Shock has a 10-second cooldown in Forever instead of Classic's 30, so you press it three times as often. Rank 4 hits for 334 to 362 Holy damage plus 42.9 % of your spell power. It rolls on the spell table, so it misses more often than your melee and crits for half again, not double. The talent is worth 10.9 %. Divine Favor makes the first Holy Shock of every two minutes a sure crit.

Vengeance stacks up to three times, each stack 3 % Physical and Holy damage for 30 seconds, and any crit that isn't a tick adds one. The seal's hits, the Judgement and Holy Strike all count, so it is up 98.4 % of the fight and works as a permanent 9 %. It is worth 7.4 %. You need Sanctified Judgement above it to take it.

Consecrated Ground raises your Holy damage by 10 % against the first four enemies that enter your Consecration. You keep Consecration down almost all fight, so the mark is up 98.3 % and lifts all of your Holy damage. Two points are worth 7.0 %.

Improved Seals adds 15 % to the damage of Seal of Righteousness and its Judgement, worth 5.7 %. It replaces Classic's Improved Seal of Righteousness, which gave the same 15 % for five points instead of three.

Improved Judgement and Conviction finish the core. The first brings Judgement back every 8 seconds instead of 10, worth 4.3 %. Conviction's 5 % crit reaches everything that rolls on the melee table, which in our simulator includes the seal and the Judgement, and is worth 3.3 %.

Sacred Arbiter makes Holy Strike hit 20 % harder and refresh every Judgement on the target, yours or another paladin's. Our raid's judgements never fall off, so the sim only counts the damage, 1.6 %. In a raid where you keep another paladin's Judgement of the Crusader up with your Holy Strikes, it is worth more.

Flexible points

These points are mostly there to reach the next row. Move them if your raid needs something else.

  • Unyielding Faith, Purifying Power and Reverence. Six Holy points to reach the fifth row. None of them adds damage here: Reverence scores 0.0 % in the sim, and Purifying Power only shortens Exorcism and Holy Wrath, which work on Undead and Demons alone. Healing Light, Spiritual Focus, Voice of Truth or Infusion of Light fill the same rows.
  • Holy Conduit or Deflection. Holy Conduit's one point saves a fifth of Consecration's mana. On a three-minute single-boss fight that is worth 1.9 %, because mana runs short near the end. On shorter fights, and against three bosses, it is worth little, and the point can go anywhere.
  • Two-Handed Weapon Specialization. It only raises Physical damage, which for you means white swings. The second point is worth 3.5 DPS. Champion of the Light needs 25 Retribution points first, and these two do more than the other fillers on that path.
  • Benediction and Vindication. Ten percent off every instant spell's mana and 3 % more attack power, worth 0.0 % and 0.4 %. They fill the first and third Retribution rows, where Deflection and Pursuit of Justice do nothing for damage.

What each talent is worth

A talent's value here is how much the build loses when that talent's points go to the best legal alternative instead, on the same simulated fights. Since each is measured on its own, they don't sum to your damage. The last-point column is what a single point is worth.

TalentPointsWorth
Holy Shock1+118 DPS · 10.9 %
Champion of the Light3+106 DPS · 9.8 %
Vengeance3+81 DPS · 7.4 %
Consecrated Ground2+77 DPS · 7.0 %
Improved Seals3+62 DPS · 5.7 %
Improved Judgement2+47 DPS · 4.3 %
Conviction5+36 DPS · 3.3 %
Sacred Arbiter1+17 DPS · 1.6 %
Divine Intellect5+10 DPS · 0.9 %
Divine Strength5+7.2 DPS · 0.7 %
Two-Handed Weapon Specialization2+7.0 DPS · 0.6 %
Divine Favor1+6.6 DPS · 0.6 %
each talent’s worth: the build without it, on the same simulated fights · Undead

On every fight

The points barely move between fights, but what they are worth does. Against three bosses Consecration's ticks land on all of them and scale with spell power, so Champion of the Light rises to 12.7 % while Holy Shock, which hits one boss, falls to 7.7 %.

FightPointsFrom this fight’s build
23 / 0 / 28this fight
23 / 0 / 28+1 Deflection, −1 Holy Conduit
23 / 0 / 28same build
23 / 0 / 28same build
23 / 0 / 28same build
23 / 0 / 28same build
each fight’s talents are searched for it