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Retribution Paladin Talents
This section of the Retribution Paladin guide provides an overview of all talents, information on which talents work well in different situations, and popular builds in Wowhead's talent calculator. The author of this guide is
. Updated for the latest patch.
Rotation & Abilities
Macros & Addons
can be interchangeable based on preference as they are very close in damage output.
also provide similar damage output.
can be superior to
depending on your gear.
When in doubt run a simulation comparing talents.
A note on
: This spell can be tough to fit into your rotation. Many players complain it doesn't "feel" good. This talent will see most of its use in Mythic+ for a bit of boost to your groups multi-target damage. You will rarely need to use it in a raid setting.
Use if you have
equipped. Increases the damage dealt by
Deals damage to a target after 9 seconds. This talent can be superior to
depending on your gear.
Deals damage to all enemies in an area around your feet. Only swap to this talent at 3 targets if the enemies will stay in the area of effect for the majority of its duration.
Decreases the cooldown of
while giving a chance for it to reduce the Holy Power cost of your next finisher by 1.
Increases the damage dealt by
and allows it to chain to 3 additional targets. The damage dealt is reduced by 40% for each jump. Use this for single target as well as up to 3 targets.
to hit 2 additional targets and always critical strike on targets above 50% health.
This talent becomes very useful in AoE situations as it applies your
debuff on 4 total targets. Swap to this talent if you will be damaging 4 or more enemies consistently.
Reduces the cooldown of
every time you use a Holy Power consuming ability.
Incapacitates a target and deals up to 25% of its health. This effect is broken if the target takes any other source of damage. Can be useful situationally for single target crowd control where the target will not take any damage.
Disorients targets in an area around you and deals a small amount of damage. This spell can be useful crowd control on multiple targets.
critical strikes to deal 3 times normal damage.
Auto attacks have a chance to reset the cooldown of
. Deals holy damage to targets in a radius around you. Swap to this talent at 2 targets.
Deals damage and heals you for an amount equal to the damage dealt. The holy power cost on this talent makes it inferior in almost every situation.
Reduces physical damage taken and counterattacks when you take a melee hit. This talent is useful in situations where you will be taking physical damage even if you are not taking melee hits.
Heals you and up to 5 targets around you at the cost of 3 holy power. The holy power cost on this talent makes it situational at best. This could be used in dungeons if healing output is very low.
Reduces the cooldown of
by 20%. Automatically triggers your
if you are reduced below 20% health. This spell is beneficial in situations where you need to use
Divine Steed now has 2 charges. This talent can be useful in situations of frequent high movement.
Judgment causes attacks against your target to heal the attacker. This talent should never be used.
Holy Power consuming abilities have a chance to cause your next Holy Power consumer to be free.
. Increases your haste and damage dealt by 3% for 20 seconds. Your haste is increased by 3% for every holy power you spend.
Deals damage to up to 4 enemies equal to 150% of your missing health but may only deal up to 120% of your maximum health. This talent should never be taken in a party or raid situation.
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