Patch 3.1.0 landed alongside Season 14, Death Awakening, and finally gave the Paladin the rework players had been asking for since the class arrived. Every major Oath, Zealot, Judicator, Juggernaut and Disciple, picked up a flat 20 to 30 percent damage increase, Shield Charge had its base damage doubled alongside a much shorter cooldown, and Supplication grew from a 60 to 80 percent bonus into a 120 to 160 percent one. None of this reworked the class the way Mythic Unique 3.0 changed itemization for other classes, but enough individual buffs stacked together that several Paladin archetypes moved from barely playable into genuinely competitive Pit-pushing territory, a shift Blizzard laid out in the official Season of Death Awakening patch notes.
What follows is a full breakdown of the Wing Strikes build built around permanent Arbiter form, since it currently sits at the top of most Season 14 Paladin rankings, along with its skill bar, stat priorities and runewords, plus four other build families still worth running and where the class's Mythic gear should go first.
Where Paladin Sits in the Season 14 Meta
Most trackers place Paladin in the middle of the Season 14 class rankings rather than at the very top, a big step up from Season 13 when the class spent most of its time near the bottom of every Pit leaderboard. No single Paladin build currently claims an outright S-tier spot the way some Rogue and Barbarian builds do, but the gap has closed considerably. Clash, last season's strongest all-round option, took a real hit alongside the rest of the Resolve-stacking crowd once Aspect of Glynn's Anvil had its Damage Reduction cap dropped from roughly 95 percent down to 40 percent, costing the build somewhere around 5 to 10 Pit tiers. Wing Strikes, Zeal, Divine Lance and Zenith all moved the other direction thanks to base damage buffs and the wider Oath rework, and Wing Strikes in particular is now considered the highest ceiling option in the class, assuming a damage inconsistency in how Arbiter form gets triggered is patched out rather than left as an unintended source of extra power.
| Change | Type | What It Does for Paladin |
|---|---|---|
| Zealot, Judicator, Juggernaut and Disciple Oath damage | Buff | Flat 20 to 30 percent damage increase across every Oath, raising the floor for nearly every build in the class |
| Shield Charge base damage and cooldown | Buff | Doubled base damage with a much shorter cooldown, reviving Shield Charge as a standalone endgame option |
| Supplication (legendary aspect) | Buff | Bonus doubled from 60 to 80 percent up to 120 to 160 percent, pushing the Brandish build into a genuinely strong pick |
| Aspect of Glynn's Anvil | Nerf | Damage Reduction cap cut from roughly 95 percent to 40 percent, ending the near-total immortality Resolve-stacking builds like Clash relied on |
| Wing Strikes base damage | Buff | Higher base numbers on the Arbiter Disciple build's main damage source |
| Zenith, Heaven's Fury and Divine Lance | Buff | Broad damage increases that pulled several melee and ranged options back into playable Torment 12 territory |
The net effect favors builds that can lean on Cooldown Reduction to keep a powerful Ultimate, Aura rotation or Disciple transformation running near permanently, since that is where most of this patch's damage went. Wing Strikes benefits the most since its entire identity depends on staying in Arbiter form, but Zeal's Resolve-stacking loop and Divine Lance's Zealot-tagged spear barrage both scale well off the same Oath buffs even though they lost some of their prior tankiness. Clash and Shield of Retribution still clear Torment content comfortably, they just no longer boast the borderline-unkillable defense that defined them for the past two seasons.
Best Paladin Builds for Death Awakening

Wing Strikes currently tops most Season 14 Paladin rankings, but four other build families remain solid choices depending on how much gearing effort you want to put in and whether melee or ranged suits your playstyle better. Zeal offers the safest, most beginner-friendly melee option built around Resolve stacking. Divine Lance and Blessed Hammer both lean on holy burst damage for ranged and AoE explosion playstyles respectively. Clash remains viable for players who want a simple, low-maintenance build even after losing some of its prior defensive ceiling.
Wing Strikes Paladin (Arbiter Disciple)
Wing Strikes is not a skill sitting in the tree with its own point investment, it is a passive attack that fires automatically while the Disciple Oath keeps the player in Arbiter form, seeking out nearby enemies and detonating on contact. Condemn doubles as the build's main way of entering Arbiter form while also grouping enemies together and applying Vulnerable, and re-casting it roughly every four seconds keeps the transformation active close to permanently. Aspect of Tyrael's Jurisdiction is close to mandatory since it extends Wing Strikes' range and lets it auto-target the nearest enemy, and the Unique amulet Sanctis of Kethamar adds a large chance for Arbiter attacks to deal double damage on top of a direct Wing Strikes bonus. A player-reported bug found earlier this season shows Wing Strikes hitting for roughly a quarter of its intended damage when Arbiter form comes from a Disciple cooldown skill rather than the Ultimate version, so some of the build's reported ceiling may shrink once that inconsistency gets addressed.
Zeal Paladin (Zealot Resolve Stacking)
Zeal turns the Paladin into a Zealot who swings as fast and often as possible, and the Unique two-handed sword Red Sermon gives it the Death or Glory upgrade for free, trading a percentage of maximum life per cast for a large damage increase. That downside gets covered by stacking Maximum Resolve through Fortress, Sentinel and Aspect of Glynn's Anvil, now capped but still a meaningful multiplier, plus the heavy self-healing the Zealot Oath provides through Embattled Aspect. The build only needs the one Unique to come fully online, and it clears all of Torment 12 while pushing into the higher Pit tiers once Cooldown Reduction and Maximum Resolve gear line up.
Divine Lance Paladin (Zealous Joust)
Divine Lance fires a rapid barrage of holy spear strikes, and the Zealous Joust upgrade converts it into a Zealot-tagged skill, opening up the same Fervor and Fortify synergies Zeal leans on along with a built-in dash for mobility. Light's Rebuke is the core Unique weapon that unlocks the build's full damage, while Embattled Aspect paired with Zealot Oath keeps health topped off through heavy Life Regeneration. Cir and Gar remain the go-to runeword for Critical Strike Chance, with Moni and Qua as a movement speed alternative, and the build demands more gearing than Zeal before it fully comes online.
Blessed Hammer Paladin (Classic Hammerdin)
Blessed Hammer is the build most associated with the Paladin across the series, sending swirling hammers out from the player to detonate Judgement marks on anything caught inside. Herald's Morningstar adds extra Blessed Hammer casts along with a chance to spawn additional hammers, while the Judicator Oath lets Basic Skills apply Judgement too, so Rally can double as a fast way to mark enemies before the main combo lands. Fanaticism Aura, Holy Light Aura and Defiance Aura round out the bar, cycling through Weaken, extra Judgement stacks and Unstoppable respectively while the player stacks Armor for a large damage multiplier through the build's core Paragon node.
Clash Paladin (Resolve Tank)
Clash stacks Maximum Resolve through Seize Them and the class's other Resolve synergies, turning a simple Basic Skill into a build that generates more Faith than it spends. Aspect of Glynn's Anvil, Fortress and Sentinel still scale damage off Resolve even after this season's Damage Reduction cap, and Condemn continues to group enemies, apply Vulnerable and grant a Movement Speed buff that exceeds the usual soft cap. It lost 5 to 10 Pit tiers off its ceiling this season, but it remains one of the easiest Paladin builds to gear and clears Torment 12 without much trouble.
Wing Strikes Build Breakdown: Skills, Stats, Gems and Runewords

Wing Strikes is worth covering in full since it currently represents the class's highest damage ceiling, offering a genuinely passive playstyle once Arbiter form comes online. Below covers the leveling milestones, the endgame skill bar, stat priorities and the runewords other Paladin builds lean on.
Skill Bar and Leveling Order
Advance carries the early levels as a Faith generator before Disciple Oath becomes available at level 15 through the class specialization quest, at which point Falling Star and Condemn both start triggering Arbiter form. Consecration unlocks a bit later for Weaken and healing, and Aspect of Tyrael's Jurisdiction becomes the priority Codex unlock once the player reaches endgame, since Wing Strikes cannot reliably hit anything without it.
| Level | What Unlocks |
|---|---|
| 1 to 14 | Advance is taken as the early Faith generator and mobility tool before Disciple Oath is available |
| 15 | Disciple Oath unlocks through the class specialization quest, letting Falling Star and Condemn trigger Arbiter form |
| 20s | Consecration becomes available for Weaken, healing and extra Fortify |
| 30 and up | Aspect of Tyrael's Jurisdiction becomes the priority Codex of Power unlock, giving Wing Strikes auto-targeting and extended range |
By endgame, the visible bar settles into six skills built around keeping Arbiter form active while covering Faith, mobility and Weaken duties in the gaps.
| Skill | Job on the Bar |
|---|---|
| Condemn (Disciple-tagged) | Groups enemies, applies Vulnerable and triggers Arbiter form roughly every four seconds |
| Falling Star | Secondary way to enter Arbiter form and close distance quickly between packs |
| Advance (Flash of the Blade) | Mobility and additional Arbiter uptime once it becomes a Disciple-tagged skill |
| Consecration | Applies Weaken to nearby enemies and elites while healing and granting Fortify |
| Fanaticism Aura | Passive Critical Strike Chance and Attack Speed, with an active Weaken option |
| Defiance Aura | Passive Armor and Resistances, with an active Unstoppable option during Crowd Control |
Stat and Affix Priorities
Cooldown Reduction and Arbiter Duration lead every other stat since the entire build depends on Disciple's cooldown skills keeping Arbiter form active without gaps. Critical Strike Chance follows behind it, since Wing Strikes benefits from crits despite not being able to trigger Lucky Hit effects, and most players can reach 100 percent through ring, glove and amulet affixes alongside weapon tempers. Maximum Life and Armor round out the build's survivability, helped along by the roughly 30 percent bonus health the Berú of Light's Epiphany talisman set grants at three pieces.
| Priority | Source | Notes |
|---|---|---|
| 1. Uptime engine | Cooldown Reduction and Arbiter Duration | Needed to keep Disciple's cooldown skills cycling fast enough for near-permanent Arbiter form |
| 2. Damage consistency | Critical Strike Chance | Backed by ring, glove and amulet affixes plus weapon tempers, reachable up to 100 percent |
| 3. Weapon choice | Slowest available Two-Handed Weapon | Wing Strikes has a fixed attack rate and does not scale off Attack Speed, so a slow weapon loses nothing |
| 4. Survivability | Maximum Life and Armor | Baseline defense on top of the health bonus from Berú of Light's Epiphany |
Gems and Runewords
Paladin runewords pair one Ritual rune with one Invocation rune and can only be slotted into a Helmet, Chest, Pants or Two-Handed Weapon, since those are the only pieces that carry the two matching sockets a runeword needs. Wing Strikes does not have one universally agreed runeword pairing the way Zeal or Divine Lance do, so most players borrow combinations proven out on those builds instead. Cir paired with Gar provides a steady source of Critical Strike Chance, while Zan paired with Que or Bac paired with Que both build an extra barrier layer for players who want more defense than Wing Strikes' base tankiness already provides.
| Runeword | Effect | Best Use |
|---|---|---|
| Cir + Gar | Provides a steady source of Critical Strike Chance | General endgame farming and pushing across most Paladin builds |
| Zan + Que | Generates an extra barrier layer | Added survivability for Wing Strikes and other tanky Paladin setups |
| Moni + Qua | Provides a large amount of Movement Speed | Farming routes and map traversal between packs |
| Bac + Que | Builds a large barrier scaled by Barrier Generation affixes | Higher Pit Tier pushing once Barrier Generation is available on gear |
Gear, Mythic Uniques and Mercenary Priorities

Sanctis of Kethamar anchors the entire Wing Strikes loop as the build's single biggest damage multiplier, Aspect of Tyrael's Jurisdiction makes the auto-targeting possible in the first place, and Crown of Lucion or Tyrael's Might both round out the Mythic slots depending on whether the player wants more offense or more defense.
| Item | Slot | Effect |
|---|---|---|
| Sanctis of Kethamar | Amulet (Unique) | Large chance for Arbiter attacks to deal double damage, plus a direct Wing Strikes damage bonus |
| Aspect of Tyrael's Jurisdiction | Two-Handed Weapon | Extends Wing Strikes range and lets it automatically target the nearest enemy |
| Crown of Lucion | Helmet (Mythic) | Up to 58.5 percent bonus damage once specific in-combat thresholds are met |
| Tyrael's Might | Chest (Mythic) | Large Damage Reduction and All Resistances, the tankiest chest slot in the game |
| Harlequin Crest | Helmet (Mythic, alternative) | Adds 6 ranks to every skill in the tree, a flexible alternative to Crown of Lucion |
| Berú of Light's Epiphany (talisman set) | Charm set | Grants roughly 30 percent bonus Maximum Life and up to 500 percent Arbiter of Justice and Wing Strikes damage at high uptime |
Mercenary choice leans toward covering the elemental damage a Paladin's own kit does not directly address. Raheir is the standard hire for his Aegis buff, adding extra resistances to every elemental type alongside occasional damage boosts through Inspiration, while Aldkin works well as a reinforcement thanks to Field of Languish's periodic group-wide damage reduction.
| Mercenary | Key Ability | Why Hire Them |
|---|---|---|
| Raheir | Aegis, Inspiration | Adds extra elemental resistances and occasional damage boosts, covering the build's main defensive gap |
| Aldkin | Field of Languish | Reinforcement pick that adds a further layer of group-wide damage reduction |
| Subo | Seeker map reveal, Critical Strike Damage buff | Useful for farming routes and lair boss hunting rather than raw survivability |
Choosing between the five builds mostly comes down to gearing effort, melee versus ranged preference and how much tankiness a player wants to trade away for higher damage.
| Build | Best For | Playstyle Difficulty | Pit Ceiling |
|---|---|---|---|
| Wing Strikes | Highest damage ceiling with a passive, auto-targeting playstyle | Easy to play, harder to gear fully | Very high, partly dependent on an Arbiter-trigger inconsistency getting fixed rather than nerfed |
| Zeal | Beginner-friendly melee with strong self-healing | Easy, needs one Unique to come online | High, clears all of Torment 12 comfortably |
| Divine Lance | Fast, mobile spear damage with Zealot synergies | Hard, heavier gearing requirement before it comes online | High once fully geared |
| Blessed Hammer | Classic AoE explosion playstyle | Medium, requires manual positioning and casting | Medium-High, reliable across most content |
| Clash | Simple, low-maintenance Resolve tank | Easy | Medium, lost some ceiling to this season's Aspect of Glynn's Anvil nerf |
Final Thoughts on the Season 14 Paladin Meta
Season 14 did not hand the Paladin a single build that tops every other class's charts, but the broad 20 to 30 percent Oath buff paired with Shield Charge's rework and Supplication's near-doubling gave the class its most balanced spread of viable builds since launch. Wing Strikes currently leads the pack thanks to its passive, auto-targeting playstyle and the raw numbers Sanctis of Kethamar and Aspect of Tyrael's Jurisdiction provide, though part of that lead may shrink once Blizzard addresses the reported gap between Arbiter form triggered by the Ultimate versus a Disciple cooldown skill. Zeal remains the build to reach for if a straightforward, near-unkillable melee playstyle matters more than topping the Pit leaderboard, Divine Lance and Blessed Hammer both reward the extra gearing effort with strong mobile and AoE options respectively, and Clash still holds up as a simple, low-maintenance choice even after losing some of its prior tankiness. Whichever build gets picked, prioritizing Cooldown Reduction alongside whichever resource system that build leans on, Resolve, Judgement or Arbiter uptime, pays off across nearly every Paladin option this season. Expect at least one more round of hotfixes once Blizzard reviews live Pit data, particularly anything touching Wing Strikes' Arbiter interaction, so it is worth checking back after the next balance pass lands.






