Paladin PvP guide Some tips . " You can see PvP builds at Paladin Talent Builds " Create a macro for equipping your shield and 1 - handed weapon . This is useful vs . Warriors , other Retribution Paladins , and non - bursty casters . Since your armor is a lot higher with a shield , you take reduced damage . Pick the fastest weapon there is for your 1 - hander , as you ' ll be needing lots of crits for the Art of War proc , for instant Flash of Light s . Use shield and 1h only when your other opponent is popping some cooldowns to cut you down , like Bladestorm or Hysteria . Normally spamming Judgements would do high burst damage but cost a lot of mana . With the introduction of patch 3 . 0 . 2 and the introduction of the Retribution talent Judgements of the Wise , Judgements not only cause significant damage , but also gives you Replenishment . Along with Judgement of Wisdom , you shouldn ' t encounter a lot of mana trouble . Further , Judgements no longer consume your active seal , giving all paladins reasons to spam Judgements . This does not mean you have lost , or that you will lose . The core of the Paladin class is being able to last . With your efficient heals and many ways ( via seals , blessings , and talents ) to regain health and mana as a fight drags on , you will have it better in the long run than most classes . Most of your victories are either ones of endurance or fast burst damage . Every one of your abilities requires mana . If you ' re OOM , then all you ' ve got is your autoattack , and that isn ' t going to beat anyone . Seal of Command is nice for some burst damage . Learning what Blessings , Seals , and Judgments to use is the most appealing and complex aspects of the class , and there are more opinions on what is best where than there are Paladins . Develop your own groove and learn what you like and what works . With the new patch your mana should not be a problem , and instead of using Blessing of Wisdom using Blessing of Might can improve your damage . With patch 3 . 0 . 2 the talent The Art of War was introduced , this talent makes your Flash of Light instant whenever you have a critical Judgement , Divine Storm or Crusader Strike , you should never hesitate to cast Flash of Light when AoW procs , it can be a life saver . Don ' t wait until your portrait is glowing red to start casting a heal . If you ' re fighting , and your health is such that you would get the full , or near - full , benefit from a heal , then heal . Don ' t neglect Flash of Light either . It ' s arguably the most mana - efficient heal in the game . You can use Flash of Light several times while your foe is stunned with Hammer of Justice , and if you notice that an opponent has foolishly wasted a spell interrupt ( such as a Shaman using Earth Shock for its damage ) then throw a few flashes of light to make them regret it . Don ' t get heal - crazy , but don ' t wait until you ' re near death to start tending your wounds , either . Lastly , with the introduction of talents increasing spell power to Protection and Retribution specs , healing in pvp has never been more rewarding for non - Holy paladins . Get in there with that two - hander and put on the hurt ! Paladins may be able to heal , but they can bring the pain too . Retribution ( especially post 2 . 0 ) have a nice bag of tricks to do good - sized bursts of damage . Crusader Strike with Seal of Command can put a hurt on even the most hardened foe . With decent gear , a Paladin will have a good amount of strength , making their melee hit pretty hard . For Retribution paladins , while most of your damage will come from auto - attacks , combining your regular melee hits with both Crusader Strike and Divine Storm , you can take a big chunk of the enemies health . Protadins now have on demand attacks as well , in the form of Shield of Righteousness and Hammer of the Righteous . When you combine these with your seals , you have what is arguably the best autoattack in the game . Seasoned PVE tanks know this strategy well . It ' s used for different reasons in PVE ( preventing knockbacks probably most common ) , but works just as well in PVP . If your back is against the wall , melee classes can ' t get behind you to attack you from behind . This means that you ' ll be parrying ( and , if applicable , blocking ) their attacks instead of letting them land . Parrying can increase your outgoing DPS ( though note that it ' ll also increase your target ' s chance of parrying and increasing their DPS ) , and blocking is a boon . We have our auras for a reason ! Its not uncommon for a paladin to just charge in with whatever aura they happen to have on at a time and this is a mistake ! With our Fire , Frost , and Shadow Resistance Aura s we can take the edge off of three of the major magical schools not just for us , but for anyone in the party who can stay within 30 yards ! If you see a mage you can assume you ' re going to get hit with frost spells , and if it turns out they ' re a fire mage you can swap to Fire Resistance Aura to put a stop to their massive burst damage . If you see a warlock , then you can expect to be hit with fire and shadow damage , so pick which ever one the warlock is using more ! And while on the subject , PLEASE don ' t go into a battle with Crusader Aura on ! All you ' re doing then is helping the enemy ! If you are getting tired of those Shamans kiting with Frost Shock or Mages with Frostbolt or what - not , a very good talent to have is Long Arm of the Law . Although this requires the previous talent Improved Judgement and level 31 to get this talent full , it is a must - have for most Paladins that excell at close - quaters , giving you that 100 % chance of increased movement speed for 4 secs . The downside is that it requires the target to be 15 yards away from you , so using it at even 14 yards is not going to work . Death knight . Don ' t underestimate your opposite . Death Knights will try to silence you with Strangulate or interrupt your spells with Mind Freeze . They ' ll also try to get your health down by using their diseases , which can be cleansed , so it ' s just a waste of runes for them . Use your Hammer of Justice early to trick them into popping their trinket , so when you are low on health you can use Repentance on them and heal back to full health . However , keep an eye out for Icebound Fortitude , which can be identified by flowing ice around their armor . It prevents stuns and the last thing you want to do in a PvP situation is waste something as valuable as a stun , especially when our big stun is on anywhere from a full minute to forty second cooldown . Apart from that just keep cleansing and burst him down . If you ' re fighting a Blood Death Knight , usually they won ' t waste time with diseases , they ' ll try to burst you with crits from Heart Strike and Death Strike . Use your stuns for opportunities to heal yourself with Holy Light and then burst with Crusader Strike , Divine Storm , and Exorcism . If you have Art of War , use Exorcism if it is ready and if it is still on cooldown use Flash of Light . If you are facing an Unholy Death Knight , your main goal is to occupy the ghoul . Use stuns on it if it gets too close . The Death Knight ' s main attacks almost all involve diseases , so just keep Cleansing . If he tries to get away using Chains of Ice , Cleanse and Hand of Freedom will get you out of it . Even if they have Bone Shield up if will take three easy hits to get rid of and they will most likely waste runes bringing it back up . Frost Death Knights are the most difficult because of their great defense , and if specced right , great attack power . They will use Hungering Cold to interrupt your spells and Unbreakable Armor to counter your physical attacks . Icebound Fortitude will block your stuns so your best bet is just trying to DPS burst them and get them down to health as quickly as possible . Due to them having free spell interrupt ( Mind Freeze for 0 Runic Power ) you ' ll jave to pop Hammer of Justice early on , hopefully he will blow his trinket when you stun him , if he doesn ' t , use Avenging Wrath and burst him . However , if he uses a PvP trinket , you are then free to use Repentence on him when your health is low and heal back to full health . Luckily , Frost Death Knights are very rare when involving PvP and you will most likely , not face them very often . Difficulty : Moderate - Hard Druid . Druids are hybrids , and as such the fight can vary greatly depending on their spec . Much like paladin vs paladin , this can be a very long fight . Feral Druids in Bear Form act very similar to Warriors , and while in Cat Form act much like Rogues . What Feral Druids will often do is try to use cat form to sneak up on you , much like rogues will ; see rogue section for ways to interrupt stealth . They have two opening moves that they will use when stealthed : Pounce and Ravage . Generally , Druids that stay in Cat Form will often attempt to burst down a target . This strategy is less effective against the Paladin and Warrior classes due to heavy armor mitigating much of their damage . Since they have quick attack speeds , using Retribution Aura against Cat Form Druids is a worthwhile strategy . If a Druid chooses to fight in Bear Form , use a strategy similar to that used a warrior . Druids in Bear Form are expecting to engage in a long , slow fight . A Paladin can generally expect to outlast a Druid so long as the Druid ' s interrupts don ' t land at exactly the right moment . An important note about Druids is that they cannot adequately heal themselves while in Feral Forms . Once you wear down their health , expect them to shapeshift to Caster Form and heal . They will often stun with Bear Form ' s Bash or ( at level 62 + ) Cat Form ' s Maim . If a Feral Druid is unable to stun and heal , they often use Travel Form to escape the melee fight . This is one of the best times to stun them , as their armor is vastly lower and they are most likely low on health . A Druid in Caster Form may try to cast Entangling Roots on you in order to heal . This will be a mistake on the Druid ' s part because you can cast Blessing of Freedom or Cleanse and easily escape . While they are in caster form is the time to throw everything you have to burst them down . If timed right and with a little luck , you may turn what is usually a long and drawn out fight into a quick victory . As an additional note , Dwarf Paladins can use Stoneform to counter a Feral Druid ' s Bleed effects . Balance Druids are a little tougher . They will try to act more like shaman with some dots plus standard nukes . When a druid specs balance they gain another form called Moonkin , which greatly increases their armor to something comparable with plate armor and some benefits to spell casting abilities . They will may use roots on you and attempt to kite ; unfortunately for them you have Hand of Freedom , after that you run straight for them and put the hammer on their head with your Hammer of Justice , Seal of Command and Crusader Strike . However , since their main form of damage output is magical , your higher armor won ' t help much in this fight , but this will only be a problem if you give them time , running towards them with your ten ton hammer and Hand of Freedom will definitely make them panic . Move around , keep out of their casting line of sight and you will cancel their spells . Try to stay behind them as much as possible to get parries and blocks off the damage table . Balance druids enjoy spaming Moonfire , which causes direct damage and also starts a rather potent DoT , which you can and should Cleanse . If you don ' t it can cause significant damage over its duration . Your main strength is your ability to endure ; use your mana efficient heals and your stuns to their best effect if and when they try to heal . If you play your cards right you will outlast them . This is a fight of moderate difficulty . Restoration Druids act much like restoration shaman . These guys are specced and geared for major healing duties , which means a massive mana pool . Given that Druids live off instant cast Hots such as Lifebloom , you will rarely have a chance to interrupt their heals . Further , they will cast mostly instant nukes such as Moonfire , also un - interruptable . This is going to be one of the longest fights you will ever face : all you can really do against restoration druids is attack however you can and keep your health up and slowly chisel away the large mana pool . Be warned though that they have their own bag of tricks to keep their mana up , such as innervate and other buffs to increase their already large mana supply . If they have mana potions on top of these tools , be prepared to hang in for the long haul , you are going to be here for a long time . This fight will probably be one of the longest and possibly one of the hardest fights you will encounter . Difficulty : Moderate - Medium Hard ( Depending on the spec ) Hunter . Hunters are well known as being one of the most annoying PvP classes out there . Their ability to kite ( keeping you at long range constantly and firing on you ) is very , very annoying . Hand of Freedom all the time ( The 3rd tier protection talent is a must here ) to avoid Wing Clip s . Cleanse the stings ! ! ! A hunter will waste more focus casting a sting than your mana spent cleansing it . Otherwise , just keep attacking , and hope for the best . Another way to approach this battle is head on , and it ' s scary for the hunter . We can guess that the first thing he ' ll do is Freeze Trap , if you step in that , you ' ll give him an open invitation for an Aimed Shot or Viper Sting , but whats worse you ' ll give him the opportunity for distance , which means kiting - that ' s the last thing any class wants when fighting a hunter . So , as soon as the battle starts , duel or otherwise , you want to Shield yourself ( the sooner the better ) and head towards him . He won ' t be ready for this , and most hunters will have a whole lot of their combat strategy go right down the tubes . They will waste time wing clipping out of habit ( 90 % of them will ) , their Concussive Shot , Freeze trap , Scatter Shot , and probably viper sting . In other words , when you approach them , take your time - to a certain extent . You want to be close enough so that when your shield goes down you can hit them with your Hammer of Justice , but you don ' t want to get there too quick , let him spend some focus and get some cooldowns going . Time it so that by the end of your shield he ' s locked in melee with you . ( He knows your shield is up , but most hunters will still use their good shots out of habit , or perhaps panic , the force of habit is one you can count on with most hunters , trust me on this ) . If he ' s still running around while your shield is up , and you ' re having trouble catching up , don ' t do anything until your shield is down , when it ' s down use Repentance , or Holy Shock will daze him if he has his aspect of cheetah on , don ' t forget to cleanse - just in case . Now , when your shield goes down - it ' s your turn , now it ' s Hammer of Justice time whack away - and stay close ( I use Crusader - > Judgement - > Seal of Command . . . But feel free to use your Seal of Justice , that can work nicely as well ) . Go ahead and put on your Blessing of Freedom - now that you are close , and you ' ll be able keep it that way , you really should be able to finish the job most of the time , in this manner , with no healing . If he manages to wing clip you while your Blessing of Freedom is still cooling down he should be close enough to use Hammer of Wrath , especially if you ' ve had a couple of lucky procs . Difficulty : Moderate - Medium Hard Mage . A good mage will be a very difficult opponent for retribution paladins , anything you do they have a counter for it . The usual opening combo mages with have is polymorph , pop cooldowns , and nuke you . Don ' t trinket out of polymorph as they can cast it again very quickly . When they start nuking you use hand of freedom if they are frost or arcane , you might want to repentance them so they won ' t be hitting you while you run towards them . Now a good mage will spellsteal your hand of freedom and snare you again . Fear not , for you can cleanse almost every snare they have . When you reach the mage he will probably frost nova you and run ( frost mages will deep freeze you while you are snared by frost nova so now is the time to trinket ) you can cleanse their frost nova too however . Now when you chase up to the mage again hopefully he will blink out of your melee range again . Now is the chance to beat him to a pulp , pop hammer of justice and avenging wrath AFTER he has blinked and do some serious damage if not killing him / her outright . Mages tend to have a lot of mana , and also have things like mana gems and evocation ( which they can use while you ' re sheeped , for example ) to regain nearly a full mana bar . Trying to wait until a mage is out of mana could be a long wait . You however will not have a lot of mana as a retribution paladin , and you won ' t be hitting the mage with lots of judgements to regain mana so don ' tt try to outlast the mage . Retribution paladins have an extra tool for this fight in the form of Eye for an Eye . Returning 30 % of their spell criticals to them will cook a mage fast . EDIT an eye for an eye now only returns 10 % of critical strike damage back so it ' ll be only neglectible amount of damage . Your most profitable aura in this fight is most likely Frost Resistance . Frost spells are what they use to kite you the most , and around 50 % of mages are frost talented anyways , aiming for the shatter effect ( 50 % increased chance to crit ) . Try and figure out what kind of mage you ' re fighting . If you can be certain he ' s a fire mage , feel free to put up fire resistance . ( Note : Getting the ' ignite ' debuff is a good indication you ' re fighting a mage that relies on his fire spells for damage , even if he does have some points in the frost tree for things like shatter ) . Also keep in mind that anything and everything a Mage can stick on you , you can remove with Cleanse , including Ignite . Cutting off the Over Time portion of their already dangerous spell crits can help your survivability in a big way . Go around the mage when you are in melee range and he is still casting , this will interrupt their cast , It gives you time between attacks , because he / she will always get a facing error . Difficulty : Hard Paladin . This battle will be the longest battle you have ever fought . Unless you somehow manage to get one who has Divine Shield on cooldown , Lay on Hands on cooldown , their stun on cooldown , and no mana . Even then it can become a long battle . These battles are entirely about conserving mana , and possibly Trinkets , Profession items , and simple equipment advantages . This fight is far more likely to end from another Alliance / Horde member wandering by than anything either combatant can use or do . One tip is to wait for your opponent to try to outlast the Paladin for aslong as you can and let him activate his Divine Shield first , then you can heal yourself while he ' s in his shield unable to do any serious damage on you while he ' s healing . Good new for blood elf paladin is that versing any other alliance paladin with equal gear ( and hopefully skill ) is most likely going to be a win ! This is because of your racial ability to silence targets for 2 seconds . Use this in conjuction with hammer of justice , this means your other retribution opponent cannot remove the stun with his talent - enhaced hand of freedom , forcing him to pop trinket or take your nuke painfully , if he pops trinket , you can now use repentance without any fear of him removing it and you can heal back to full hp . Difficulty : Moderate - Hard ( Depending on gear and skill of the player ) Priest . A shadow priest is a very challenging character in all PvP situations . She / he will cast several DoT ' s and then fear you . There are several trinkets to prevent fear and these will usually decide if you can win or not . Holy priests are about average with paladins . If they don ' t mana burn you , then try to outlast them , which should work as you can deal decent damage without spending mana and they can ' t . If they start mana burning you , start healing , judging and anything else you can with your mana . The idea is to use your mana in a beneficial way before they burn it , then use Judgement and Seal of Wisdom on the Priest and heal and DPS the rest of the fight on regen . Shadow Resistance Aura is the best one to use , as the most pesky of their abilities are from the Shadow school . Switch to Concentration Aura while healing . Expect a shadow priest to silence you ; Improved Concentration Aura will reduce the duration of the silence effect by 30 % . You can Cleanse everything they throw on you , as well . Don ' t count on your bubbles to save you , although feel free to use them to do a full cleanse of their debuffs , and make them waste mana Mass Dispelling you - they just can ' t seem to resist the novelty of this . Fighting a discipline priest is even tougher . You will know you are fighting a disc priest when you are hitting them while they are shielded and you are taking a lot of damage when they seem to be doing relatively nothing . Say hello to reflective shield . Added with pain suppression , disc priest are an extremely formidable yet rare foe . Overall a priest usually turns out to be an unfair fight for a paladin . Difficulty : Hard - Extremely Hard Rogue . A rogue will generally not take you head - on . If you see a rogue from far away suddenly disappear then if you can , jam the Hammer of Justice button while they come in . You may be able to stun them before they get off the cheap shot . You may want to save it for healing later though , especially if you don ' t have Repentance , as a rogue will always try to interrupt your heals . Be sure to Purify any poisons the rogue may use . You may want to use Judgement of Light for some passive healing ( as you will be losing some handfuls of health due to their damage ) , and later on in the fight , Judgement of Justice to ensure the rogue won ' t be able to use Sprint to either run away or restealth . Retribution Aura helps for making sure the Rogue takes damage from when it hits you . Protection spec makes fighting a rogue very easy . Using Holy Shield , Retribution Aura , Consecration , and Blessing of Sanctuary , you take very little damage and your reactive and AoE spells do as much if not more than your auto attack . Keep Holy Shield up , as the rogue attacks fast enough that he will almost always use all of the charges . Stun him when you need to heal , and don ' t worry too much about being stunned yourself , as with all your armor you don ' t take very much damage , and even when you ' re stunned , you ' re still doing quite a bit of damage to him every time he melees you ; if it gets too hairy you can just bubble . In fact , with Improved Hammer of Justice , you basically have as many stuns / bubbles as you need , and then some . When you ' re not stunned , his constant attacks will keep Redoubt ( which will mitigate much of his damage due to low damage / high attack rate type of fighting ) and Reckoning ( which will double your autoswing damage ) up almost constantly . For Retribution Paladins , just DPS them down like crazy . When they use Evasion ( that skill which makes them slightly transparent and gives them tons of dodge ) , use Repentance . Although most of the time they will either have a PVP trinket on to counter it , if they don ' t , wait for repentance to run for full duration , and they just wasted a five minute cooldown " OH SHI - " button . If they do use their pvp trinket to counter it , try to stay back , run around in circles ( to give them facing errors and thus lowering their DPS ) , and spam Judgements . Sometimes , I find using Consecration while they pop Evasion to be useful ; they just can ' t resist the novelty of being able to flee from a stationary AoE spell , and plus it makes up for some of the damage they dodge from you . Never forget about Sacred Shield . That ' s 30 seconds of taking 500 damage off of each hit almost constantly with Rogues swinging two weapons at you . As of Patch 3 . 2 using Flash of Light in combination with Sacred Shield now gives a Heal over Time effect while the absorption effects of Sacred Shield are up . Using this in combination with Art of War will make it that not only are you putting a major downer on the Rogue ' s DPS , but you ' ll be recovering health as well . Even under the effects of Wound Poison this is going to be a major problem for the Rogue . This also greatly improves your chances of surviving a stunlock . Most Rogues ( and everyone who has First Aid ) will bandage themselves while you ' re in Divine Shield healing yourself . To counter this , use any spell you can cast to make sure they won ' t be able to heal themselves when you are . Another option ( useful especially for flag - guarding ) is to use consecration to detect the rogue . The damage will take him out of stealth , and prevent the all annoying cheap shot . NOTE ! ! ! A level 66 or above rogue can simply use cloak of shadows , which will negate consecration , than shadowstep behind you , use distract , and during your " WTF ! ! " moment , destroy you with stun - lock . Don ' t try to be bigheaded when you ' re a Paladin - give a Rogue a chance and he will destroy you . Seal of Vengeance / Corruption is a great seal to use as the DoT that ' s applied from your swings can stack . Judging this seal can cause it to cause more DoTs . However , this can be resisted if the Rogue is Subtlety specced . The only disadvantage with this , is that it can be pretty slow , as this seal relies on your weapon swings / speedd . Similarly , if you are Retribution specced , your Judgement and Divine Storm criticals will apply a DoT as well . If a Rogue is running low on health , he will usually just Vanish or Sprint away , or Blind you . You could Bubble from a Blind in a last minute attempt to DPS him down , but if he ' s clever and has tried this on about 40 - 50 % health , you might as well try to but chances are unless his Vanish , Sprint and Preparation ( the move that finishes the cd on all the Rogue ' s main abilities ) he ' s going to get away . It ' s generally not worth chasing after him - a Rogue can hide and run much better than you can , and the likeliness is that if you chase after him , he ' s already restored his health and waiting to sap you while you ' re only on 50 % of your mana . You could try bursting him from about 50 % of his health before he tries to get away , but as I ' ve said before , if he does Vanish or Sprint , it ' s usually not worth chasing him . If you see him in the distance and he disappears , try to use Consecration when you think he ' s close . If you miss , it ' s generally better to avoid the fight rather than letting him get the first shot in . Difficult : Easy - Moderate Shaman . Shaman is , like you , a hybrid class , each tree designed to work very differently from each other . Shaman ' s Restoration tree is aimed at healing , Elemental is aimed at being a casting dps class , and Enhancement is designed for melee dps . In all cases , a shaman ' s main tools are their totems , and they can have up to 4 at any given moment . Also be weary of their Purge , which removes your buffs . Enhancement shaman will be likely to charge into melee range , as that is where he is the strongest due to his spec . Get up into the melee where you belong ! They will mostly be using their much smaller mana pool for their heals and shocks . There really isn ' t much that can be done about the heals because you don ' t have any tools besides your stuns that can interrupt spells . Shocks , there is absolutely nothing that can be done as they are instant casts . Simply heal early and quickly , let them waste their mana with shocks which you can easily heal through , while knocking down their health , forcing them to heal . Keep them under the 5 second rule , and this is going to be a easy fight . Consider using Seal / Judgement of Light or Wisdom to keep your mana up . This is going to be mostly a battle of mana endurance , so keep Blessing of Wisdom up if they don ' t purge you . Devotion aura is your best choice to help mitigate their damage . If you are holy specced , it is crucial that you heal as early as possible , as they will try to burst damage you down once you get under 30 % , so HEAL EARLY . Elemental shaman tend to act more like mages , but with much smaller mana pools and significantly less burst damage . They will probably use Earthbind Totem with Frostshock and attempt to kite you . If such occurs , use any tools you can to get back into melee range . Simply kill the totem and cleanse the Frostshock since it is a magic debuff and you are back to normal running speed . Try to save you stuns if you can but if need be , use them , you don ' t do any damage without putting your weapon on the target , period . As with other casting classes , you have to be in line of sight when they cast their spell or it will not cast , so while whacking them down with melee try to stay behind them if possible . These guys are going to burn their mana a lot faster because of constantly casting spells and heals . Like above , simply outlast their mana pool , and then its down to a fist fight : and they use mail armor , and you have plate . Once it gets to this point , if the shaman is smart , he will try to run away . If not , congratulations on your latest honorable kill . It is rare to find a deeply speced Restoration Shaman in a 1 vs 1 PvP situation , but if you do , he certainly has talents in Enhancement or Elemental , and based on that will guide how he tries to fight you . Based on that , refer to above , as it will be more or less the same but with larger mana pool and more healing . Will take awhile longer , but is definitely more than doable . However , while his heals aren ' t mana efficient , he has the ever annoying water shield which is free , and instant cast , prepare for a long battle . Difficulty : Easy - Moderate Warlock . With 3 diverse talent trees , a warlock ' s style of play can vary , depending on their spec . Destruction warlocks can be compared to a mage , with their heavy crits and burst - damage . Demonology warlocks relies more on their demons , with them being more powerful and giving bonuses to the warlock . A felguard is usually the most obvious sign for a demonology - specced warlock , while the Soul Link buff is a good indicator of one . Demonology warlocks have a significant disadvantage against paladins because of Exorcism . Usually , it allows you to quickly take out their demon and proceed from there . However , despite the free Exorcism crit , it is unconventional to kill the demon , which will give the warlock ample to time apply DoTs / get a big cast on you . It is much better to simple use the spell Turn Evil which will effectively take the demon out of the fight for 20 seconds . that will cut the average demonologist ' s DPS very low . NOTE : if the warlock is smart , and using a felguard , their Demonic Empowerment move will make the felguard immune to fear . Affliction warlocks are usually tricky , filling you up with dots while kiting you using Curse of Exhaustion . They usually possess an instant - cast version of Howl of Terror , their aoe fear , and the ever - nasty Unstable Affliction and can even occasionally bombard you with instant Shadowbolts thanks to their Nightfall talent . Shadow Resistance Aura is the best one to use , as the most pesky of their abilities are from the Shadow school . Hope that you ' ve got the Unyielding Faith talent for the 10 % reduction in fear duration . Use your trinket to break fear , and use the shield to break the second fear , and you should be able to get close enough to stay in range and stun / kill the warlock . Commonly , a warlock has either a succubus or a felhunter out in battlegrounds . If it ' s a succubus , the tactic will be to seduce you first , get range , then cast Immolate , Corruption and Curse of Agony , then fear . Cleanse the dots as often as you can and again , heal early and often . A good warlock will cast curse of tongues on you when he sees you healing ( or preemptively ) and many warlocks have shadowburn to finish you off quickly if you are low on health . Holy shock / Judgement of Light can help , as these are instant cast . If ( s ) he has an imp out , kill it first ( also rejoice , because this means that they are either out of shards or incompetent ) . 3 blows should do it . Beware the felhunter , its spell lock ability is one of the most annoying ones in the game . ( It takes out a school of magic for 6 or 8 seconds depending on rank ) . Paladins only have one school of magic ( holy ) . If , by completely random circumstances , they summon an inferno or doomguard don ` t worry , these pets look impressive , but are not very powerful . Be warned , a common tactic of warlocks and shadow priests is to cast a ton of DoTs and fear you , letting your health tick away . Heal only when the warlock is stunned or if you know the fear is on cooldown due to diminishing returns . It should be noted that affliction warlocks usually has access to Unstable Affliction , a DoT which deals a good amount of damage to anyone that dispels it . In addition , unlike the dot itself , the damage received from dispelling it CAN crit . Unless you want to use Divine Shield or Divine Protection to remove the debuff , you will have to wait for the dot to run its course , which means that the other dots will chew up a considerable amount of your health before it runs out . A final note on Unstable Affliction is it will silence you if you remove it ; again locking you out of your spells . EDIT : The paragraph below is no longer accurate and Chaos Bolt will only pierce through damage resisting effects such as sacred shield . Also beware if they are destruction specced , they will have Chaos Bolt which is a 50 - point talent . Why this is a problem is that it damages you regardless if you ' re bubbled , shielded or protected from damage . If you figure out that s / he is destruction specced and is high levelled , DON ' T BUBBLE AT LITTLE HEALTH ! It only can take one casting of Chaos Bolt to finish you off . So only bubble and heal when you are low on health if you are sure they are not a destruction warlock . Difficulty : Moderately Easy - Moderately Hard Warrior . In a 1v1 a competent paladin will usually beat a competent warrior . Be aware that , unlike the Death Knight , warriors have no healing skills . This makes their fights in need for some serious burst damage or desperate tanking . Warriors come in two varieties . Protection warriors are much like a protection paladin : geared and specced to take serious physical punishment . Arms / Fury warriors have much less health but trade that in for a significant damage output increase . Keep in mind that Arms / Fury warriors want you to get close to them . In fact , they will use skills such as Charge to try to get closer to you before combat commences . Once they reach you , they will stun and interrupt your healing skills while lowering you hp bar as fast as they can . Now , as a paladin , not all your skills require you to be next to your target or enemy . Thus , effectively keep safe distance between you and the warrior . And remember , try to move away from him in a sideways or a circular motion because you never want to try to jump or cross over a warrior . The point is make sure they warrior can ' t even touch you , that ' s if you want to survive . If they are Arms / Fury , Devotion aura is the best aura to use here to help take the edge off their attacks , all of which are physical . If they get the jump on you , they will Charge you to stun you for a short time and get into melee range , which also gives them some rage for their special attacks . A smart warrior will Hamstring you which reduces your movement speed , and they will try to stay behind you as much as possible , which is exactly what you need to do to him . Stay behind him and whack away at him . Seal and Judgement of Command are magical in nature and are unmitigated by his plate armor . A tactic warriors like to do is wait for you to heal and then Shield Bash you which interrupts your heal and prevents you from healing again for 8 seconds , so pull a fake heal off early and let them interrupt you then . Warriors have an ability called Mortal Strike which reduces your healing by 50 % , so if you need to heal use Divine Shield or Divine Protection which removes the MS effect . Bubbles are safer anyway as they can trinket out of your stuns , and thus they can be unreliable when you need to heal . As of WotLK Warriors have Shattering Throw which removes any immunity effect you have on you , so be careful when using your bubble . If he tries to bandage and is close to you , use Consecrate as it will interrupt his healing , or if you are holy use Holy Shock to prevent him from bandaging . Keep beating him down and he will fall to your might easily . Don ' t be surprised if you are still full of mana and health , ready to take down your next opponent . Protection Warriors usually stay away from PvP , but they do come occasionally . Use the same tactics as above and you will pretty easily take another victory . If they are arms specced and have the Sudden Death talent , they have a small chance each hit that they will be able to use their Execute ability without depending on how much health you have . This is good for you , for two reasons : 1 . They need rage to make their abilities function , such as Hamstring . If their Sudden Death ability takes place , and they Execute , they lose a big chunk of their rage despite how much extra damage they may cause , which brings the second reason up . 2 . The ability can practically deliver a killing blow to the cloth classes ; to you , it doesn ' t do much because of your abilities , high armour and high health . Enjoy ! An arms warrior ' s Bladestorm will still do some damage to you so when he pops Bladestorm you should either bubble or switch to a shield and 1h set up to counter his damage . Difficulty : Moderate Additional Tips : Warsong Gulch . Flag carrier . Despite reduced speed and lack of stealthiness as compared to a druid or rogue , the paladin still makes a decent flag carrier nevertheless . The retribution paladin still has a decent 15 % speed boost , while a protection paladin excels in survivability , much like a protection warrior , but for slightly different reasons . While the warrior can quickly cover distance with abilities such as Charge and Intercept , and slow down enemies with Hamstring and Imtimidating Shout , the paladin can break movement impairing effects , can bubble , and heal . Hand of Freedom helps the paladin escape movement impairing effects - great for quickly getting in and out of the flag room , without being hindered by for instance Earthbind Totem s placed there for defense . Protection paladins will see its duration increased through Guardian ' s Favor , while retribution paladins get stun immunity through Divine Purpose . Depending on strategy and build , the paladin can thus quickly escape or alternatively , fight and kill an enemy or two to avoid being hit with curses and ranged attacks later on . Hammer of Justice may be used to stun would - be followers . Auras will help in damage mitigation , especially if a resistance aura is chosen : Shadow and Frost Resistance Aura may help prevent fear and frost effects , respectively . While running , remember to cleanse any magical debuffs placed on you . And of course , having healing options available is extremely beneficial . While the paladin cannot use Hand of Protection or Divine Shield while carrying the flag ( without dropping it ) , Divine Protection can in fact be used . In moments of quiet , Holy Light is available for healing . The instant - heal Lay on Hands fortunately works on oneself too , but it has a long cooldown and shares the Forbearance debuff with the bubble . Other than that , only trinkets and / or healing potions are available , but be sure to select Seal of Light and Judgement of Light so that you can heal by fighting , if necessary . A flag carrier should always be escorted by team members that can take the heat off and provide emergency heals . When the enemy flag needs to be defended , in or near your base , being protection is of course a great help . Consecrate the ground against melee attackers and rogues , and use Holy Shield to take some of the heat off . Use your melee attacks to self - heal , for what it ' s worth , and see if you can heal anything or anyone . A flag carrier should not be in the middle of a fight - a healing role is better suited for the protection paladin , and that is where he shines , having both survivability and healing . After all , you can ' t count on him to kill anything . Naturally , a holy paladin can also fulfill this role with grace . Holy actually has more uses in the battlefield overall than protection , since healing is always useful but tanking rarely is . Flag carrier assistant . Perhaps the best suited role for a paladin is as a flag carrier assistant . Hand of Sacrifice allows you to transfer damage from the chosen group member to yourself for a duration of 12 seconds . This will also break crowd control spells and abilities like Sheep , Seduction , and Sap that are placed on yourself , should you be taken out of the fight in that way . But rather , since most enemy fire will be focussed on the carrier , it will help keep him alive , and that is all that matters in bringing the flag home . A second powerful tool paladins are equipped with is Hand of Freedom . This will prevent and break any kind of movement - slowing and stun effects ( when talented ) , including the mage ' s Frost Nova and the warrior ' s Intercept . Guardian ' s Favor and Divine Purpose are essential talents for this very reason . Hammer of Justice and Seal of Justice are indispensable tools for stopping chasers from getting to your carrier . Finally , as a healer , the paladin can heal the carrier , either with Flash of Light or with the more powerful Holy Light spell . Cleanse can remove a Poison , Disease , and Magic effect at once but not Curse effects . Keep in mind this is most powerfully used in this case as a counterspell to the previously attributed movement impairing effects on your flag carrier or yourself ; such as Freezing Trap ( Which Hand of Freedom has no affect on making this your only recourse ) , Frost Nova , stuns and poisons that snare , etc . Note that Physical snares and stuns are not affected ( by Cleanse ) . Lay on Hands is maybe the most powerful tool available , allowing you to heal the target instantly ( once every 20 minutes ) . You can do it while running ! The paladin also may very well be the best defender for the carrier when back to base . In a situation where the carrier cannot score because team ' s flag hasn ' t been returned , the paladin has the ability to heal the carrier and fight off intruders as the offense attempts to return the flag . Naturally , the Holy paladin is very well suited for this role , but Retribution usually has enough mana to heal " and " fight , as the situation dictates . Flag carrier decoy . Even better , the paladin works effectively as a decoy . In a heavily defended enemy base , with a little help , the paladin may be able to get through with the flag using Hand of Freedom , Hammer of Justice , Insignia of the Alliance / Insignia of the Horde , Cleanse , and Lay on Hands — anything to get far enough away while easily attracting defenders to chase after . Unfortunately , you won ' t be able to use Divine Shield anymore to perfect the stunt since you have the Forbearance debuff from Lay on Hands , but if you have not used it , Divine Shield will cause you to drop the flag at which point an enemy will return it to base , but will be likely to keep attacking you while a rogue is ready to steal the flag and exit through another tunnel . Flag returner . Although not quite as effective as a warrior or hunter in this role , the paladin can nevertheless make use of improved running speed and stun abilities . Seal of Justice is excellent for stopping flag carriers while Judgement of Justice prevents druids from gaining ground . Hand of Freedom becomes useful chasing after carriers when enemies are placing Earthbind Totem s . Pursuit of Justice may be critical for running down opponents to get within attacking or hammer range . If the enemy carrier is below 20 % health , Hammer of Wrath can work and potentially kill the escapee , enabling a flag return . Divine Shield is a nice last ditch effort to counter any slowing effects and prevent damage , while still allowing the paladin to attack .