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Home/Level 19/Paladin/19 Paladin - Damage
Level 19 Paladin · one of 2 guides for this class

19 Paladin - Damage

This Paladin hits first and hits hard. Everything leans on a two-hand weapon, Seal of Righteousness and Judgement, with a pair of Holy talents that add…

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itsme26 guides16/17 slotsgear list2 days agolast updated14 Oct 2026created0 commentsdiscussionClassicWritten for Phase 2Level 19Alliance only
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Gear

16 of 17 slots filled · every item links to Wowhead
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Head
+15 Stamina · Equip: Increased Fishing +5.
Lesser Arcanum of Constitution
Use: Permanently adds 100 hit points to a leg or head slot item
Reward for the rare fish quest in Stranglethorn Vale
quest reward
Neck
+6 Agility · +2 Stamina
Warsong Gulch honor vendor, needs Honored with the Silverwing Sentinels
vendor
Shoulder
Rare drop from many mobs; the Auction House is the quick way
BoE
Back
+4 Agility · +5 Stamina
Rare drop from many mobs
BoE
Chest
+4 Strength · +3 Agility · +11 Stamina
Edwin VanCleef, The Deadmines
NPC drop
Wrist
+2 Agility · +5 Stamina
Reward for the Researching the Corruption quest
quest reward
Hands
+8 Strength · +3 Stamina
Rare drop from many mobs; usually bought on the Auction House
BoE
Waist
+8 Strength · +3 Agility
Lord Cobrahn, Wailing Caverns
NPC drop
Legs
+11 Strength · +5 Stamina
Lesser Arcanum of Constitution
Use: Permanently adds 100 hit points to a leg or head slot item
Reward for The Defias Brotherhood quest chain
quest reward
Feet
+3 Strength · +7 Stamina
Rare drop from many mobs
BoE
Ring 1
+3 Strength · +3 Agility · +4 Stamina · +4 Intellect · +3 Spirit
Quest chain starting with An Audience with the King
quest reward
Ring 2
+4 Strength · +4 Agility · +2 Stamina
Warsong Gulch honor vendor
vendor
Trinket 1
Use: Dispels all Fear, Polymorph and Stun effects. (5 Min Cooldown)
Alliance PvP vendor, needs a PvP rank
vendor
Trinket 2
Equip: Increases your chance to dodge an attack by 1%. · Use: Absorbs 750 to 1250 damage. 'Lasts 20 sec. (30 Min Cooldown)
Gurubashi Arena chest quest
quest reward
1 alternative
Main hand
39 - 59 Damage · Speed 2.50 · Chance on hit: Hurls a fiery ball that causes 70 Fire damage and an additional 9 damage over 6 sec.
Enchant Weapon - Fiery Weapon
often strike for 40 additional fire damage
Rare drop from many mobs
BoE
1 alternative
Off hand
+6 Strength · +3 Stamina
Rare drop from many mobs
BoE
Ranged
not filled yet
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Enchantments

Per slot · the first thing a phase changes
HeadLesser Arcanum of ConstitutionA Lesser Arcanum of Constitution adds health to the hat or goggles. It is cheap and survives the slot's next upgrade.
BackEnchant Cloak - Lesser AgilityLesser Agility is the cheap choice. Superior Defense is the one to switch to if you find you are being pinned down.
ChestEnchant Chest - Greater StatsGreater Stats lifts everything a little and is the best chest enchant at this level.
WristEnchant Bracer - Superior StrengthSuperior Strength for a damage build. Switch to Superior Stamina if you keep dying before the opener lands.
HandsEnchant Gloves - Greater StrengthGreater Strength raises your attack power. Superior Agility is not for a Paladin.
LegsLesser Arcanum of ConstitutionThe same Lesser Arcanum of Constitution as the head. Cheap and worth having.
FeetEnchant Boots - Greater StaminaGreater Stamina is the safe pick. A Paladin gains little from Minor Speed.
Main handEnchant Weapon - Fiery WeaponFiery Weapon adds fire damage and a chance to burn; Crusader is the heavier, rarer alternative.
Off handEnchant Shield - Greater StaminaGreater Stamina on the shield. It is the cheap way to a bigger health pool.
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Races

Racials that matter in this bracket
Alliance
HumanTOP PICK

The Human Spirit — A little extra Spirit, so mana and health come back a bit faster between fights.

Mace Specialization — Better skill with maces, which suits a Paladin carrying a mace and shield.

Sword Specialization — The same for swords, and the Protector's Sword and Shadowfang are both swords.

Perception — Shows you stealthed Rogues and Druids nearby, which matters because you have no way to close the gap.

Diplomacy — Reputation gains come quicker, and several best-in-slot pieces sit behind reputation.

DwarfSTRONG

Stoneform — Clears bleeds, poisons and diseases and adds armor for a few seconds; the answer to Rogues and Hunters.

Frost Resistance — Cuts damage from Frost Mages and Hunter traps.

Find Treasure — Shows nearby treasure on the minimap; harmless extra.

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Professions

Ranked in prose · linked terms show Wowhead tooltips
Engineeringmandatory

Bombs, stuns and a trinket that undoes Mage polymorphs make Engineering the one profession that every Paladin here wants, and its head pieces fill a slot that is otherwise hard to fill.

Miningbest second

Pairs with Engineering: you dig the metal you build with and sell the leftover bars.

Enchantingif supplied

Useful for putting your own enchants on, and for disenchanting gear for materials, if your main character pays for it.

Leatherworking, Tailoring, Skinning, Herbalismavoid

None of them leads to a piece in the best-in-slot lists at this level.

Secondary skills

First Aid — Mageweave bandages heal without costing mana; Heavy Runecloth ones can be used but not made at this level.

Cooking — Curiously Tasty Omelet is the Well Fed food to have; a cooking trainer in Stormwind teaches it.

Fishing — The only way to get the Lucky Fishing Hat from the rare fish quest.

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Spells and abilities

Everything you have at 19
Holy6 abilities
Holy LightYour main heal. Put each rank on its own button and use the smallest that does the job, so you don't run dry in a long match.
Seal of RighteousnessThe seal to use with a two-hander. It adds holy damage to every swing and powers Judgement.
PurifyRemoves poison and disease from an ally or yourself. Keep it handy against Rogues and Hunters.
Lay on HandsA full heal for an ally, at the cost of nearly all your mana. Save it for the moment the flag carrier is about to fall.
RedemptionRaises a fallen ally out of combat. Handy between rounds, useless during one.
Blessing of WisdomMana regeneration for casters and healers. Give it to whoever runs on mana instead of rage or energy.
Protection6 abilities
Devotion AuraArmor for you and everyone in your group. It is the aura you will keep on most of the time.
Divine ProtectionMakes you immune to physical damage and spells for a short time, but you can't act. Press it, then heal or run when it ends.
Hammer of JusticeA short stun with a long cooldown. Use it to stop a caster mid-spell or to buy a free Judgement.
Blessing of ProtectionMakes an ally immune to physical damage for six seconds, though they can't attack. The classic save for a flag carrier under a Rogue or Warrior.
Righteous FuryRaises threat, which does nothing useful in PvP. Don't bother learning when to press it.
Blessing of FreedomFrees an ally from roots and slows. It is the most valuable blessing you carry, because flag carriers get rooted all the time.
Retribution4 abilities
Blessing of MightAttack power for melee classes and Hunters. Put it on whoever is hitting things.
JudgementSpends your active seal for extra damage and applies its effect. Use it whenever it's off cooldown.
Seal of the CrusaderThe seal the sources pair with a one-hand weapon and shield. Use Righteousness with a two-hander instead.
Retribution AuraDamages enemies who hit you in melee. A decent alternative when you are not the one being healed.
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Talent builds

10 points at level 19 · point spread read from each build's calculator link
Holy10
Protection0
Retribution0
Strength and IntellectAUTHOR'S PICK

Divine Strength raises your Strength and Divine Intellect gives you a bigger mana pool, so you hit harder and can keep up your seals and heals. The usual choice for a damage Paladin.

Show the treeCopy import string
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Buffs and consumables

Grouped by when you use them · gold dot means always carry
Stacking rulesRead them on the TBC ladder
Elixirs2 core · 2 listed

One battle elixir and one guardian elixir at a time. They vanish when you die.

More Strength for a bigger swing.NoteThe damage battle elixir: more Strength means harder swings and a bigger Seal of Righteousness.
+150 armor.NotePair it with the battle elixir if you will be taking hits from Warriors and Rogues.
Potions and scrolls1 core · 3 listed

One potion per fight; they share a cooldown.

A quick health refill.NoteOne per fight is all you get, so use it when you drop below a third of your health.
Restores 280 to 360 mana.NoteA top-up for the second round; don't wait until you are completely dry.
+60 armor for 30 minutes.NoteA cheap armor boost when the elixir slots are full.
Food1 core · 1 listed
Well Fed bonus.NoteEat between rounds so the Well Fed bonus is up when the gates open.
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Overview

The two-hander build

This Paladin hits first and hits hard. Everything leans on a two-hand weapon, Seal of Righteousness and Judgement, with a pair of Holy talents that add Strength and a larger mana pool. It is the build for killing a flag carrier before a healer can react, and for finishing off someone another player has already worn down.

What it gives up

You have no way to close distance, no real escape, and every Shaman can purge your blessings. Plan to stay close to a teammate and to use Hammer of Justice and Blessing of Freedom to cover the gap.

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Macros

Heal yourselfCopy
#showtooltip Holy Light
/cast [target=player] Holy Light(Rank 3)
Heals you without changing your target, so you don't lose the enemy you are facing. Rank 3 is the highest you have at 19; swap in a lower rank to save mana.
Freedom on a friend, or on yourselfCopy
#showtooltip Blessing of Freedom
/cast [help] Blessing of Freedom; [target=player] Blessing of Freedom
Casts Blessing of Freedom on a friendly target if you have one, and on yourself if you don't. One button for rooted flag carriers and for you.
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Blessings and auras by situation

SituationBlessingAura
Pressing a target in meleeBlessing of Might on yourselfRetribution Aura
Escorting the flag carrierBlessing of Freedom on the carrierDevotion Aura
Facing a Mage or HunterBlessing of Wisdom for your manaDevotion Aura
Your ally is about to die to meleeBlessing of Protection on themDevotion Aura
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Playing it

Opening

Put the seal up before you engage, then trade blows until Judgement is ready and use it as soon as it is. Your damage comes from the weapon and the seal, so stay in melee and keep swinging.

When it goes wrong

Hammer of Justice interrupts a caster or gives you a window to heal; Divine Protection turns a lost trade into a reset. If you are low and outnumbered, Lay on Hands on yourself is a last resort that costs nearly all your mana.

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