A plan you can follow.
Use the point order below between runs, then use the skill priorities inside a run. Choose the checkpoint that matches your available talent points.
These are permanent talent points spent between runs, not levels reached inside a run.
No specific equipment, gear-star level, race bonus or teammate is assumed. Upgrade priorities depend on the cards actually offered.
Holy Shock chains
Holy Shock criticals into Holy Wrath
Secure Holy Shock at Divine Favor, shorten its recovery and build the critical-strike link to Daybreak before adding a recurring Holy Wrath.
Holy 31 Protection 0 Retribution 20
Point order, skills & alternatives
Before using this plan
- Divine Favor grants the Holy Shock opening at permanent point 11, not on a fresh zero-point character. The selected secondary talents do not add a competing starting-spell milestone.
Permanent talent order
Each row adds to the row above. Open a checkpoint to see every allocated rank; spend only the points your character actually has.
- 10 pointsAdd points 1–10
- Divine Strength +5Rank 5/5
- Divine Intellect +5Rank 5/5
- 20 pointsAdd points 11–20
- Divine Favor +1Rank 1/1
- Unyielding Faith +3Rank 3/3
- Healing Light +1Rank 1/3
- Holy Power +5Rank 5/5
- 30 pointsAdd points 21–30
- Daybreak +1Rank 1/1
- Lasting Judgement +3Rank 3/3
- Sanctified Light +3Rank 3/5
- Purifying Power +3Rank 3/3
- 40 pointsAdd points 31–40
- Light's Grace +1Rank 1/1
- Benediction +5Rank 5/5
- Improved Blessing of Might +4Rank 4/5
- 51 pointsAdd points 41–51
- Improved Blessing of Might +1Rank 5/5
- Deflection +5Rank 5/5
- Conviction +5Rank 5/5
Why these points come first
- Points 1–5: Raise general damage without requiring a particular card.
- Points 6–10: Add regeneration while reaching the Holy Shock milestone.
- Points 11: At point 11, establish Holy Shock as the opening attack and add its leaps.
- Points 12–14: Reduce incoming damage while the Shock engine is still developing.
- Points 15: Support Holy Light as an optional recovery pick and complete the next gate.
- Points 16–20: Increase critical chance before taking the critical-triggered Daybreak.
- Points 21: Connect Holy Shock criticals to a free Holy Wrath.
- Points 22–24: Shorten Holy Shock recovery after its trigger is established.
- Points 25: Start the Holy damage bonus and reach the upper rows.
- Points 26–28: Expand Holy Wrath and Consecration coverage.
- Points 29–30: Increase the common damage school of the chosen attacks before the capstone.
- Points 31: Add the periodic Holy Wrath at 31 permanent points.
- Points 32–36: Begin the secondary branch with general cooldown recovery.
- Points 37–41: Add damage without changing the selected opening spell.
- Points 42–46: Reach the critical-chance row through damage reduction rather than a Judgement-only package.
- Points 47–51: Finish by supporting the Holy Shock criticals that feed Daybreak.
Skills to look for
Use this priority when the relevant choice is offered. A route does not guarantee a particular card.
- Holy Shock
Divine Favor supplies leaps and Daybreak converts its critical strikes into free Holy Wraths.
If it is missing: Judgement — Before Divine Favor or while improving the ordinary starter, use the available Holy attack; this plan does not select Seal of Command.
- Holy Wrath
Its area benefits from Purifying Power and complements both Daybreak and Light's Grace triggers.
If it is missing: Consecration — Use the offered Holy ground effect for groups, while keeping enemies inside the placed area.
- Consecration
Purifying Power improves its reach, but it remains a placed effect rather than an aura that follows you.
If it is missing: Exorcism — Use a direct Holy hit if mobile enemies keep leaving the ground effect.
- Holy Light
The single Healing Light rank supports a recovery option if gradual chip damage is ending attempts.
If it is missing: Divine Shield — Use its emergency immunity window to escape; its low-health trigger is not a manual heal.
Inside the run
- Before the Holy Shock milestone
- Improve the attack actually available and keep moving. Allocate the first ten permanent points for general damage and regeneration between attempts.
- With Divine Favor and Daybreak
- Support Holy Shock casts and critical opportunities. Keep Holy Wrath in mind as a burst around your position, not around every distant Shock target.
- Dense waves and bosses
- Use Consecration where enemies remain. During an isolated boss, judge ordinary casts and survival separately from the crowd coverage of Holy Wrath.
Change one thing
- Holy Shock is hitting enemies far away
- Do not move into danger just to make Daybreak hit the same targets; Holy Wrath is centered on you.
- Health drops before recovery arrives
- Take an offered healing or defensive choice and preserve an exit. The route has regeneration and reduction but no protection-tree shield loop.
- Critical triggers are inconsistent early
- Keep ordinary Holy Shock damage and cooldown choices useful; Daybreak is conditional and rate-limited, not a guaranteed cast after each bolt.
- This is 31 Holy and 20 Retribution, using Retribution for cooldown recovery, reduction and critical chance rather than its starting-spell milestones.
- Light's Grace adds a periodic Holy Wrath; it does not remove the need to reach enemies safely with the surrounding burst.
The point order follows the checked 0.125.0 client requirements. Spell priorities and gameplay suggestions are editorial and have not been combat-tested. A legal allocation does not establish the strongest build or a proven clear rate.
To compare attempts, keep version, class, zone, difficulty, permanent equipment and account bonuses fixed. Record your chosen skills and the point where the run failed. Use the run comparison checklist →
Recommended spell connections.
These are all the priority spells from the routes above. Their references also describe alternative talents; check your chosen point plan to see which connections are active. The complete class spellbook follows below.
Open the Paladin talent planner →
Use Holy Shock jumps and its critical-hit interaction with Holy Wrath as the main link between your choices.
Holy Shock
Makes Holy Shock the opening spell and lets its bolts leap to additional enemies. Holy Shock critical strikes trigger a free Holy Wrath around you, subject to a trigger limit.
Divine Favor / DaybreakHoly Wrath
Holy Shock critical strikes trigger a free Holy Wrath around you, subject to a trigger limit. Adds a regularly recurring free Holy Wrath.
Daybreak / Light's Grace / Purifying PowerConsecration
Adds maximum-health-based damage to each Consecration tick. A Hammer of Justice hit triggers a free Consecration, subject to a trigger limit.
Improved Consecration / Hallowed Ground / Ardent DefenderHoly Light
Increases the health restored by Holy Light.
Healing LightYour opening priorities.
Inspect Divine Favor before entering: the described route changes the opener to Holy Shock and lets its bolts jump.
Read Daybreak alongside Holy Shock. Its free Holy Wrath depends on the specified critical-hit trigger rather than simply owning both spells.
Purifying Power supports Consecration's reach in this Holy plan. Its maximum-health scaling belongs to a different Protection allocation and is not active here.
When the plan stalls.
Choose the row that describes your last attempt.
Holy Shock is your main attack and Daybreak is selected.
Try this Compare critical chance with reliable damage on the current offers.
Master Dragonslayer’s Ring changes critical chance, while Blackhand’s Breadth changes critical damage. Those are distinct effects for a critical-hit trigger.
Consecration is doing the work instead of Holy Shock.
Try this Use the selected Purifying Power reach bonus, or deliberately choose a different Protection plan for maximum-health scaling.
This 31 Holy / 20 Retribution allocation does not select Improved Consecration. More maximum health alone does not add that talent's damage to its ticks.
The damage plan works until a dangerous hit.
Try this Compare an offered Holy Light heal with Divine Shield's low-health immunity window, then use the time to reposition.
Divine Intervention belongs to an alternative Protection allocation and is not selected here. Holy Shield retaliates against melee attackers; it is not an absorb shield.
Give your gear a purpose.
Critical chance is relevant to the described trigger; compare it with reliable damage or recovery rather than assuming one universal best item.
A trap to avoid.
Planning around a critical-triggered effect before the required talent is active, or standing still because the class has defensive tools.
A trigger-based effect can feel different before enough supporting choices are available. Record the early run as well as the finished setup.
All 11 Paladin spells.
Sources & scope
Talent allocations and named interactions use original-client snapshot v0.125.0. Every point order is checked against its rules. Build recommendations and skill priorities are editorial; no combat trial, clear-rate benchmark or optimal ranking is claimed.
Game client and version recordGameplay reference: original client v0.125.0, rechecked October 29, 2026. Live v0.127.0 was also observed that day; interface descriptions were compared, but talent execution rules and combat balance were not revalidated for the newer build.