Paladin auras

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For a general definition, see aura.

The paladin auras are paladin area of effect buffs which boosts the abilities of party and raid members within a certain radius.


The paladin's auras, blessings, hands and seals are the four buffs that combine to give the class its flexibility. The auras are area of effect buffs; they affect all party and raid members within 40 yards of the paladin. A paladin may only have one aura active at one time. They are free to cast, with the only cost being the global cooldown. As such, it is wise to always have one aura or another running. Auras persist through death.


  • You may not change auras while silenced or incapacitated; however, they are not counted as magic, and cannot be dispelled. The only exception to this is the druid's [Cyclone] spell, which causes the aura to have no effect for the duration of the debuff.
  • Auras do not stack. If two paladins in a party are using the same aura, only the greater of the two will be in effect, the other is effectively wasted. As with blessings, it is essential that the paladins coordinate to have two different auras running, rather than overlapping with the same one.
  • [Resistance Aura] does not stack with most resistance buffs.

Available auras

There are many different auras available to paladins. Only the Devotion Aura is available to a newly-created paladin character; additional auras become available through training. The various auras are as follows:

Icon Aura Reqs Description
Spell holy devotionaura.png

[Devotion Aura]

Protection 5 Gives additional armor to party or raid members within 40 yards.
Spell holy auraoflight.png

[Retribution Aura]

Retribution 26 Causes Holy damage to any enemy that strikes a party or raid member within 40 yards.
Spell holy mindsooth.png

[Concentration Aura]

Holy 42 All party or raid members within 40 yards lose 35% less casting or channeling time when damaged.
Spell holy crusaderaura.png

[Crusader Aura]

Retribution 62 Increases the mounted speed by 20% for all party and raid members within 40 yards. This does not stack with other movement speed increasing effects.
Spell fire sealoffire.png

[Resistance Aura]

Protection 76 All party or raid members within 40 yards get additional Fire, Frost and Shadow resistance.


As with all paladin buffs, usage of Auras is highly situational, and it is unwise to always rely on a single aura for all situations. Indeed, switching auras in combat is frequently beneficial. However, one thing that may not be immediately obvious is that most auras (in fact, all except Crusader) only benefit a player that is actively under attack (usually your tank). To clarify, the added armor from Devotion Aura is only useful to your combat classes, if your tank is doing their job, the casters will not be under attack and will have no need for it. The same is true for Concentration Aura; if your casters are never attacked, the question of spell interruption will never arise.

If you are soloing, you of course have free choice over your aura. Popular choices are Devotion or Retribution, mostly depending on the enemy at the time. Concentration Aura is also useful.

Improving auras with talents

The auras can be improved through the following talents:

Patch changes