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WoW Forever Paladin Talent Calculator

Plan your Paladin talents with the new Forever trees: Holy, Protection, Retribution. Spend points, scrub through the levels and share your build with one link.

51points left
000
No points spent
60

Holy

0

Protection

0

Retribution

0

Beta data from the WoW Forever beta client, values can change until launch. Talent tree data: talentsforever.com (CC BY 4.0)

All Paladin talents

Every talent with its maximum rank, from the WoW Forever beta client.

Holy
Improved Holy Strike 2 · Row 1, needs 0 points
Reduces the cooldown of your Holy Strike ability by 2 sec.
Divine Strength 5 · Row 1, needs 0 points
Increases your Strength by 10%.
Divine Intellect 5 · Row 1, needs 0 points
Increases your total Intellect by 10%.
Healing Light 3 · Row 2, needs 5 points
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 12%.
Spiritual Focus 2 · Row 2, needs 5 points
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 70% chance to not lose casting time when you take damage.
Improved Seals 3 · Row 2, needs 5 points
Increases the damage done by your Seals and Judgements by 15%.
Unyielding Faith 2 · Row 2, needs 5 points
Reduces the duration of Fear and Disorient effects on you by 30%.
Voice of Truth 1 · Row 3, needs 10 points
Grants you immunity to Silence and Interrupt effects. Lasts 6 sec.
Reverence 3 · Row 3, needs 10 points
Allows 30% of your Mana regeneration to continue while casting.
Purifying Power 2 · Row 3, needs 10 points
Reduces the mana cost of your Cleanse and Purify spells by 20% and reduces the cooldown of your Exorcism and Holy Wrath spells by 33%.
Infusion of Light 2 · Row 4, needs 15 points
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1 sec.
Illumination 5 · Row 4, needs 15 points
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 100% chance to gain Mana equal to 50% of the base cost of the spell.
Divine Favor 1 · Row 4, needs 15 points
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Divine Precision 3 · Row 5, needs 20 points
Improves your chance to hit with Holy spells by 18%.
Holy Shock 1 · Row 5, needs 20 points
Blasts the target with Holy energy, causing 129 to 139 Holy damage to an enemy, or 110 to 118 healing to an ally.
Consecrated Ground 2 · Row 5, needs 20 points
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.
Holy Power 5 · Row 6, needs 25 points
Increases the critical strike chance of your Holy Shock spell by 15%, and all other spells by 5%.
Light's Vigil 1 · Row 7, needs 30 points
Applies Light's Vigil to the target for 30 sec. Your next Holy Shock cast on them triggers no cooldown and causes friendly targets to heal their party for 325 to 343, or enemy targets to suffer 175 to 189 Holy damage and refund 75% of Light's Vigil's Mana cost. You may only have 1 Light's Vigil active per Paladin, per party.
Protection
Toughness 5 · Row 1, needs 0 points
Increases your armor value from items by 10%.
Redoubt 5 · Row 1, needs 0 points
Damaging melee attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks.
Precision 3 · Row 2, needs 5 points
Improves your chance to hit by 3%.
Guardian's Favor 2 · Row 2, needs 5 points
Reduces the cooldown of your Blessing of Protection by 2 min and increases the duration of your Blessing of Freedom by 6 sec.
Anticipation 5 · Row 2, needs 5 points
Increases your Defense Skill by 20.
Improved Seal of Fury 1 · Row 3, needs 10 points
When Seal of Fury's shield is fully absorbed, restore 60 Mana, increased by 15% per level the attacker is above you, up to 45%.
Improved Righteous Fury 3 · Row 3, needs 10 points
While Righteous Fury is active, all damage taken is reduced by 6%.
Shield Specialization 3 · Row 3, needs 10 points
Increases the amount of damage absorbed by your shield by 30%, and gives your blocks a 100% chance to restore 6% of your maximum Mana. May only occur once every 3 sec.
Sacred Duty 2 · Row 3, needs 10 points
Increases your total Stamina by 4% and reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec.
Swift Judgement 1 · Row 4, needs 15 points
Finishes the remaining cooldown on your Judgement ability and reduces the Mana cost of your next Judgement by 100%.
One-Handed Weapon Specialization 3 · Row 4, needs 15 points
Increases the damage you deal with one-handed melee weapons by 10%.
Improved Hammer of Justice 3 · Row 4, needs 15 points
Decreases the cooldown of your Hammer of Justice spell by 15 sec.
Templar's Bulwark 1 · Row 5, needs 20 points
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Reckoning 5 · Row 5, needs 20 points
Gives you a 40% chance to gain an extra attack after Blocking a melee attack and a 100% chance to gain an extra attack after being the victim of a non-periodic critical strike.
Iron Creed 5 · Row 6, needs 25 points
Increases the threat generated by your Holy Strike ability 25%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 10% for 6 sec.
Holy Shield 1 · Row 7, needs 30 points
Increases chance to block by 20% for 10 sec, and deals 110 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Retribution
Deflection 5 · Row 1, needs 0 points
Increases your Parry chance by 5%.
Benediction 5 · Row 1, needs 0 points
Reduces the Mana cost of all instant cast spells and abilities by 10%.
Improved Judgement 2 · Row 2, needs 5 points
Decreases the cooldown of your Judgement ability by 2 sec.
Holy Conduit 2 · Row 2, needs 5 points
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.
Conviction 5 · Row 2, needs 5 points
Improves your chance to get a critical strike with melee attacks by 5%.
Vindication 3 · Row 3, needs 10 points
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 200, and increase your Attack Power by 3% for 30 sec.
Sanctified Judgement 3 · Row 3, needs 10 points
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.
Seal of Command 1 · Row 3, needs 10 points
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec. Unleashing this Seal's energy will judge an enemy, instantly causing 68 to 73 Holy damage, 137 to 145 if the target is stunned or incapacitated.
Pursuit of Justice 2 · Row 3, needs 10 points
Increases movement speed and mounted movement speed by 15%. This does not stack with other movement speed increasing effects.
Eye for an Eye 2 · Row 4, needs 15 points
All critical strikes against you cause 10% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Sacred Arbiter 1 · Row 4, needs 15 points
Increases the damage of your Holy Strike ability by 10% and causes it to refresh all Judgement effects on the target.
Crusade 2 · Row 4, needs 15 points
Increases all damage dealt by 2%. Increased by an additional 2% against Demon and Undead targets.
Two-Handed Weapon Specialization 3 · Row 5, needs 20 points
Increases the damage you deal with two-handed melee weapons by 9%.
Vengeance 3 · Row 5, needs 20 points
Increases your Physical and Holy damage dealt by 3% for 30 sec after landing a critical strike. Stacks up to 5 times.
Repentance 1 · Row 5, needs 20 points
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Champion of the Light 3 · Row 6, needs 25 points
Increases your spell damage and healing by up to 100% of your Intellect.
Instrument of Law 2 · Row 6, needs 25 points
Reduces the cast time of your Hammer of Wrath by 1 sec, and reduces all threat you generate by 20% while Righteous Fury is not active.
Twist of Light 1 · Row 7, needs 30 points
When you replace your Seal of Command, Seal of Righteousness, Seal of Fury, or Seal of Justice with a different Seal, gain an Echo. Your next melee attack applies the replaced Seal's effects, consuming the Echo.

FAQ

How many talent points does a Paladin get in WoW Forever?

You have 51 points at level 60. The first one comes at level 10, then one per level. The Legacy talent Talented from the Adventure tree gives you the first point up to five levels earlier, the total stays 51.

What changed in the Paladin talents compared to Classic?

20 of 52 talents are new in Forever and 29 were changed or moved. Turn on "Show changes from Classic" and the calculator marks them right in the trees.

Which Paladin build should I use for leveling?

Open the Talent Path: pick your goal and your spec, and see which talent to take at every level plus the stats that matter. One click opens the build here in the calculator.

Can I import a build from Wowhead?

Yes. Open More, choose Import a link and paste a link from the Wowhead Forever talent calculator. Open in Wowhead works the other way round.

Are the talents final?

No. The trees come from the WoW Forever beta client (as of 2026-09-20). Values can still change until launch, and the calculator is updated when they do.

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