Protection Paladin Mythic+ Guide

11.1 - Undermine(d)

Last Updated:March 2, 2025|Changelog|FAQ

Welcome to the Protection Paladin Mythic+ guide for the World of Warcraft patch 11.1! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!

Overview

Patch 11.1 - Undermine(d)
Protection Paladin
Protection PaladinMythic+
Single-Target
Average
AoE
Strong
Utility
Excellent
Survivability
Excellent
Mobility
Average
Protection Paladin Mythic+ Best in Slot

Hero Talents

Patch 11.1 - Undermine(d)
Protection Paladin
  • Both Lightsmith and Templar are very competitive choices. The new tier set has more synergies with Templar and it outperforms Lightsmith on big AOE. Therefore, for Mythic+ as Protection Paladin we recommend Templar.
Templar
Lightsmith
  • After casting Eye of Tyr, it is then replaced with Hammer of Light for 12 seconds. Hammer of Light costs 3 Holy Power and is a big damage nuke that hits up to 4 enemies.
    • Essentially, you want to cast Eye of Tyr off cooldown and use Hammer of Light off cooldown as well. This changes Eye of Tyr to be more of an offensive spell.
  • Shake the Heavens causes you to bring down a Empyrean Hammer on a nearby target every 2 seconds, for 8 seconds after casting Hammer of Light.
    • Shake the Heavens gets extended by 1 second every time you cast a Blessed Hammer / Hammer of the Righteous, Hammer of Wrath and Judgment.
  • Hammerfall causes your Shield of the Righteous and Word of Glory to call down an Empyrean Hammer on a nearby target. While Shake the Heavens is active, this effect calls down an additional Empyrean Hammer.
  • You can cast Hammer of Light for free through Light's Deliverance which is gained through having as many Empyrean Hammer casts as possible.
  • Eye of Tyr becomes a Holy Power generator through Undisputed Ruling, granting 3 Holy Power. Furthermore, it gives 12% haste for 6 seconds and grants Shield of the Righteous.
  • You gain 5% damage reduction for 8 seconds to enemies hit by Shake the Heavens when it critically strikes, through Wrathful Descent.
  • Unrelenting Charger fixes a lot of mobility issues for Protection Paladin by providing a 2 second longer Divine Steed and increasing your movement speed by an additional 30% for the first 3 seconds.
  • As Lightsmith you recieve Holy Armaments, which is split between Holy Bulwark and Sacred Weapon.
    • Holy Bulwark is an absorb shield for 15% of the Protection Paladin's health. It gives an additional 2% absorb every 2 seconds and lasts 20 seconds.
    • Sacred Weapon is a damaging buff that has a chance to deal Holy damage or heal nearby targets. The effect is increased when Sacred Weapon strikes 1 target and is reduced above 5 targets. It also lasts 20 seconds.
    • Holy Armaments has 2 charges and rotates from Holy Bulwark to Sacred Weapon.
  • Holy Armaments are something that you can either bestow upon yourself or an ally. However, with Solidarity if you give them to an ally you also gain its benefits. Furthermore, if you bestow an Holy Armaments to yourself, a nearby ally also gains its benefits.
    • Blessing of the Forge lets casting Avenging Wrath / Sentinel summon an additional Sacred Weapon. During Avenging Wrath / Sentinel your Sacred Weapon casts spells on your target and echoes the effects of your Holy Power abilities.
  • With Divine Inspiration you can proc a Holy Armaments for a nearby ally.
  • Divine Guidance makes your next Consecration do big initial damage and healing for each Holy Power ability casted, stacking up to 5.
  • Rite of Sanctification is a buff to armor and primary stat that replaces weapon oils.

Talents

Patch 11.1 - Undermine(d)
Protection Paladin
Templar Build
Lightsmith Build

When to use this spec

This is the default loadout for Mythic+. You have to adjust the class talent tree based on the utility needed for the encounter. To make your life easier, dungeon-specific talent loadouts are available in the Dungeon section.

Gameplay Altering Talents

Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.

Spec Tree

  • Righteous Protector
    • Allows for higher uptime on your strongest defensive Guardian of Ancient Kings, while also granting an increased uptime on Avenging Wrath.
  • Blessing of Spellwarding
    • Used to completely immune magic damage on yourself or your allies .
  • Sanctified Wrath
    • Increases duration of Avenging Wrath to 25 seconds. Additionally, gives Judgment increased Holy Power generation by 1.
  • Zealot's Paragon
    • Extends the duration of Avenging Wrath with each cast of Judgment and Hammer of Wrath.
  • Shining Light
    • Makes your Word of Glory free after 3 Shield of the Righteous and has a maximum of 2 stacks. This talent is integral to playing Protection Paladin!
  • Barricade of Faith
    • You want to use Avenger's Shield at least once every 10 seconds to keep this potent defensive buff active.
  • Light's Revocation
    • Allows you to use Divine Shield even when you have Forbearance debuff.

Class Tree

  • Sanctified Plates
    • Increases your armor by 10%, Stamina by 10%, and reduces damage taken from area of effect attacks by 6%. This is an incredibly strong passive defensive talent.
  • Resolute Defender
    • Allows you to use Ardent Defender and Divine Shield a lot more often, which makes for higher uptime on some of your strongest defensive cooldowns.
  • Divine Toll
    • Instantly casts ‍Avenger's Shield on up to 5 targets within 30 yards. Generates 1 Holy Power per Target hit.
      • Divine Resonance makes it so that after casting ‍Divine Toll you instantly cast ‍Avenger's Shield on your main target every 5 seconds for 15 seconds.
  • Greater Judgment
    • Judgment causes the target to take 40% increased damage from your next Shield of the Righteous.
  • Cavalier
    • This talent gives Divine Steed 2 charges, which makes planning movement much easier.
  • Divine Purpose
    • Holy Power spending abilities can make your next Word of Glory or Shield of the Righteous free and deal 15% increased damage and healing.

When to use this spec

This is the Lightsmith version of the Mythic+ build.

To make your life easier, boss-specific talent loadouts are available in the Raids section.

Talent Adjustments

Listing all the changes within the Class and Spec tree compared to the default build.

Spec Tree

  • Added
    • Moment of Glory
    • Bulwark of Righteous Fury
  • Removed
    • Eye of Tyr
    • Inmost Light

Hero Talents

Changed to Lightsmith. For more info visit the Hero Talent section above.

Rotation

Patch 11.1 - Undermine(d)
Protection Paladin

Tier Set

  • 2-Set: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Guardian of Ancient Kings for 4.0 sec. Your damage done is increased by 15% for 10 sec after Luck of the Draw! activates.
  • 4-Set: While you have Luck of the Draw! Shield of the Righteous refunds 1-3 Holy Power and extends the duration of Luck of the Draw! by 0.5 sec, up to 10 sec.

Opener

  • The goal of your opener as a Protection Paladin playing in Mythic+ is to get aggro of all enemies as fast as possible by doing a lot of AoE damage, while also making sure you're standing in ‍Consecration all the time.
Templar
Lightsmith
Templar Protection Paladin Opener Mythic+
  • Cast Eye of Tyr always off cooldown to be able to cast Hammer of Light off cooldown as well.
  • To optimise damage for Single Target you bascially dont want to cast Avenger's Shield at all as Templar.
    • On 3+ targets and for survivability ignore this and use Avenger's Shield frequently.
Lightsmith Protection Paladin Opener Mythic+
  • Important thing to note when using Sacred Weapon is that it cannot stack. This means that the Sacred Weapon that spawns from Avenging Wrath / Sentinel should be used first and the normal cast one used later after the first one has run out.
    • This can also occur with Divine Inspiration, so be careful and make sure you track this buff well.
    • Other than the above, use Holy Armaments off cooldown.

Priority List

Templar
Lightsmith
  1. Always stand in Consecration for damage reduction, aiming for 100% uptime.
  2. Use Avenging Wrath on cooldown.
  3. If talented, use Bastion of Light on cooldown.
  4. Use Judgment if you have 2 charges.
  5. Use Hammer of Light after using Eye of Tyr or with 60 stacks of Light's Deliverance
  6. Use Shield of the Righteous at 3-5 Holy Power.
  7. Use Eye of Tyr
  8. Use Avenger's Shield if it will kick a cast or to maintain Barricade of Faith.
  9. Use Hammer of Wrath on single-target.
  10. Use Divine Toll.
  11. Use Judgment.
  12. Use Blessed Hammer on 8+ targets.
  13. Use Hammer of Wrath on 8+ targets.
  14. Use Blessed Hammer whenever you cannot press anything else.
  15. Refresh Consecration.
  1. Always stand in Consecration for damage reduction, aiming for 100% uptime.
  2. Use Avenging Wrath on cooldown.
  3. If talented, use Moment of Glory on cooldown.
  4. Use Judgment if you have 2 charges.
  5. Consume 5 stacks of Divine Guidance by replacing Consecration
  6. Use Shield of the Righteous at 3-5 Holy Power.
  7. Use Avenger's Shield if it will kick a cast.
  8. Use Sacred Weapon if the remaining cooldown on Avenging Wrath is more than 20 seconds; you don't already have a Sacred Weapon active, or it's remaining duration is less than 6 seconds.
  9. Use Hammer of Wrath on single-target.
  10. Use Divine Toll.
  11. Use Avenger's Shield.
  12. Use Judgment.
  13. Use Blessed Hammer on 8+ targets.
  14. Use Hammer of Wrath on 8+ targets.
  15. Use Blessed Hammer whenever you cannot press anything else.
  16. Refresh Consecration.

Defensive Cooldowns

  • Ardent Defender
    • This as your main defensive in Raiding, pressing it almost on cooldown, especially at the start of a pull. With Unbreakable Spirit and Resolute Defender, its low cooldown makes it ideal for frequent use. It also has a cheat death component, allowing survival against extreme hits.
  • Eye of Tyr
    • Used to smooth damage intake or for large tank hits, this ability is a debuff on enemies within 8 yards. In AoE with Inmost Light, spam it on cooldown for damage and survivability.
    • Note that it does not work on environmental damage.
  • Guardian of Ancient Kings
    • Use Guardian of Ancient Kings for extremely large tank hits or to smooth very high damage intake.
  • Sentinel
    • Use this spell almost off cooldown. The health and damage reduction bonuses decay over time, so ideally enter Sentinel with 5 Holy Power to keep it up as long as possible.
  • Blessing of Spellwarding
    • Use this spell for large magic damage hits or to preemptively prevent powerful magic debuffs from applying. Remember, it can be used on others as well as yourself. Occasionally, this spell can "bug" and cause certain mobs to target the second highest threat instead, but this is rare.
  • Divine Shield
    • With Final Stand talented, this becomes the most powerful defensive ability in the game, making you immortal for 8 seconds. Utilise it around very hard hitting tank abilities or to immune and prevent a debuff.

Offensive Cooldowns

  • Avenging Wrath
    • Use Avenging Wrath almost off cooldown due to high cooldown reduction from Righteous Protector, allowing you to spend a lot of Holy Power and get the cooldown back faster. Occasionally, hold it briefly to align with better cooldown windows, which is very boss or dungeon-specific. In progress raiding, you can talent into Sentinel if you feel unsafe.
  • Divine Toll
    • Use Divine Toll almost off cooldown. Hold it briefly only if delaying for boss add spawns offers more value.
  • Bastion of Light
    • 2 minute cooldown that makes your next 5 casts of Judgment generate 2 Holy Power extra. Basically use off cooldown inside Avenging Wrath if possible.
  • Eye of Tyr
    • Using Templar, Eye of Tyr becomes an offensive cooldown that you want to use off cooldown as much as possible.

Deep Dive

Patch 11.1 - Undermine(d)
Protection Paladin

Holy Shield and Block

  • Block is a mechanic exclusive to Protection Warriors and Protection Paladins. Block is more random since there isn't a 100% block chance active mitigation spell. It's good to know whether a tank mechanic is blockable to determine how threatening it is. Holy Shield for example allows using fewer defensives for spell-blockable tank busters compared to other tanks.

Consecration and Movement

  • Keep Consecration up 100% of the time and stay inside it when possible for passive damage reduction. Don't press it off cooldown without thinking, or you lose Holy Power from abilities like Judgment and Blessed Hammer. Optimizing movement is important since it frees up globals for other abilities. With Sanctuary talented the Consecration buff lingers for 4 seconds after you leave it, allowing you to min-max Consecration more easily. I recommend using a Consecration WeakAura to track its duration, as tanking outside of it can be dangerous.

Shield of the Righteous and Word of Glory

  • Shield of the Righteous is your main active mitigation, it costs 3 Holy Power and grants a 4.5-second armor buff based on Strength. Don't use Shield of the Righteous past 13.5 seconds duration of the buff, as it's capped at that amount. The only reason to keep on using Shield of the Righteous is for more damage or if you‘re otherwise overcapping your Holy Power.
  • Word of Glory costs 3 Holy Power and heals up to 250% of your missing health. With Hand of the Protector it heals up to 100% of an ally's missing health.
    • Make sure to cast Word of Glory with Shining Light procs.
    • Use Word of Glory when you are at around >60% Health and have 9 or more seconds left of Shield of the Righteous.
    • Get ready to cast Word of Glory if a big hit is coming and you need to be topped beforehand.

Utilizing Divine Shield, Blessing of Protection and Blessing of Spellwarding

Properly utilizing Divine Shield, Blessing of Protection, and Blessing of Spellwarding allows you to break certain fights and mechanics.

  • Using Hand of Reckoning can be min-maxed where even inside Blessing of Protection or Divine Shield you can keep threat while the 3 seconds duration of Hand of Reckoning are in effect.
  • You can then use a cancel aura macro, such as:
/cancelaura Blessing of Protection  
/cancelaura Divine Shield

in order to cancel the immunity when the 3 second fixate is about to end.

  • The idea is that you're invulnerable during the 3 second fixate of Hand of Reckoning. However, don't cancel too late as you lose all threat when inside Divine Shield and Blessing of Protection without the fixate.
  • Remember that both Blessing of Protection and Blessing of Spellwarding have a shared cooldown.
  • Blessing of Spellwarding prevents the application of many magic damage associated debuffs and Blessing of Protection does the same for physical damage debuffs, such as bleeds.
  • Note that while Blessing of Protection removes any already existing physical damage debuffs, Blessing of Spellwarding does not remove existing magic damage debuffs.
  • Blessing of Protection can be very useful for making a player that is fixated by enemies immune to their damage which allows them to minmax their DPS/ healing.
  • Often times you can save someone with clever use of Blessing of Spellwarding and Blessing of Protection, which can make progressing a boss much faster than usual.
  • An important thing to note with both Blessing of Protection and Divine Shield is that it can allow you to bypass a mechanic completely if used at the appropriate time, eliminating the spell cast entirely. For example; Divine Shield and Blessing of Spellwarding can be used before Mortal Stoneslam, which prevent Stoneslam Detonation from happening at all.

Understanding Mechanics

Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.

Dungeons

Patch 11.1 - Undermine(d)
Protection Paladin

← Scroll for more Bosses

Cinderbrew Meadery
Darkflame Cleft
Priory of Sacred Flame
The Rookery
Operation: Floodgate
Theater of Pain
Operation: Mechagon
The MOTHERLODE!!
Protection Paladin Mythic+ Cinderbrew Meadery

Boss Tips

Brew Master Aldryr

  • Keg Smash is the tank mechanic. It does physical damage and leaves pools of Hot Honey on the ground.
  • In the intermission Happy Hour make sure to bring the Cinderbrew infront of the boss to the Thirsty Patrons across the room.

I'pa

  • This fight contains two mechanics you'll have to pay attention to as a tank. Firstly Bottoms Uppercut does physical damage and knocks you back.
  • Secondly, when the boss starts casting Spouting Stout you should try to move him away from any Brew Drops.
    • Be careful to not get knocked into the direction of any Brew Drops, as the boss will follow you and most likely consume a Brew Drop, resulting into an immediate wipe.

Benk Buzzbee

  • As a tank you will be targeted by Honey Marinade, make sure to place the residual Flaming honey on the edges of the room, so you and your group have an easier time guiding Ravenous Cinderbee's through these Flaming honey pools.

Goldie Baronbottom

  • Aim the Cash Cannon towards barrels on the ground, make to only hit one volatile barrel at the time, but feel free to hit multiple barrels without a glow.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Venture Co. Pyromaniac - Boiling Flames
    • Royal Jelly Purveyor - Honey Volley
  • Pay extra attention to these casts:
    • Venture Co. Patron - Mean Mug
      • Stacking bleed debuff, make sure to start kiting early enough.
    • Worker Bee - Final Sting
      • If too many are being casted on you, make sure to use a defensive cooldown.
Protection Paladin Mythic+ Darkflame Cleft

Boss Tips

Ol' Waxbeard

  • Rock Buster is the tank mechanic. It does physical damage and leaves a 25% increased physical damage taken debuff for 6 seconds.

Blazikon

  • This boss is very simple, just make sure to always be in melee range of the boss, otherwise he will start casting Blazing Storms dealing groupwide fatal damage.

The Candle King

  • Make sure to interrupt Paranoid Mind.

The Darkness

  • On this fight it is important to always stand in Candlelight but make sure to not pick the candle up as a tank as it makes you unable to perform any action while lifting.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Blazing Fiends - Explosive Flame
    • Shuffling Horror - Drain Light
    • Royal Wicklighter - Flashpoint
    • Sootsnout - Flaming Tether
  • Pay extra attention to these casts:
    • Rank Overseer - Overpowering Roar
      • This cast will knock you and any enemies without it's radius, spreading out the pull, make sure to leave beforehand.
    • Corridor Creeper - Eater of the Dead
      • Do not tank these mobs near enemy corpses, as they will devourer them and gain a stacking damage increase.
Protection Paladin Mythic+ Priory of Sacred Flame

Boss Tips

Captain Dailcry

  • Before engaging this boss, you and your group have the choice to make which mini-boss to fight alongside the boss. Depending on which mini-boss you decide on, this fight will contain different mechanics.
  • The boss itself will always have his abilites, that will not change depending on which mini-boss, but the mini-boss themself have different abilites to deal with.
  • Pierce Armor is the bosses tank mechanic, it does phyiscal damage and leaves behind a bleed for 10 seconds.
  • The boss will cast Battle Cry make sure to interrupt it.
    • Elaena Emberlanz alive:
      • Casts Repentance, make sure to interrupt.
      • Adds another tank ability with Divine Judgment.
      • Holy Radiance deals groupwide AoE damage.
    • Sergeant Shaynemail alive:
      • Make sure to dodge Brutal Smash on the ground as it stuns you and does fatal damage when hit.
      • Do not stack with other people because of Lunging Strike.
    • Taener Duelmal alive:
      • This mini-boss adds a lot of additional kicks to the fight, firstly Cinderblast and secondly Fireball.
      • On top he starts casting Ember Storm, watch out and dodge fire swirlies on the ground.

Baron Braunpyke

  • Make sure to interrupt Burning Light.
  • While the boss has Vindictive Wrath active, make sure to counter with defensive abilites as he has increased physical damage done.

Prioress Murrpray

  • During the bosses Blinding Light cast, make sure to stand with your back towards the boss so you do not get disoriented.
  • Use your interrupts against Holy Smite.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Devout Priest - Inner Fire
    • Devout Priest - Greater Heal
    • Forge Master Damian - Heat Wave
  • Pay extra attention to these casts:
    • Guard Captain Suleyman - Shield Slam
      • This ability knocks you back and does huge amount of physical damage.
    • Ardent Paladin - Consecration
      • Make sure to always move the mobs out of Consecration.
    • Sir Braunpyke - Blazing Strike
Protection Paladin Mythic+ The Rookery

Boss Tips

Kyrioss

  • Dodge Grounding Bolt on the ground.

Stormguard Gorren

  • Run away from the boss while he casts Dark Gravity.
  • After the boss has casted Chaotic Corruption make sure to stand close to the player that has been targeted by this ability, so its debuff jumps to you at least twice during its existence.

Voidstone Monstrosity

  • This fight contains two tank mechanics. Firstly Oblivion Wave which is a frontal so make sure to not aim it towards your group and secondly do not leave the bosses melee range as he will start casting Entropy dealing fatal groupwide damage.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Cursed Thunderer - Lightning Bolt
    • Unruly Stormrook - Energized Barrage
    • Cursed Rooktender - Lightning Surge
    • Void Ascendant - Feasting Void
Protection Paladin Mythic+ Operation: Floodgate

Boss Tips

Big M.O.M.M.A.

  • Electrocrush is the tank mechanic. It deals nature damage and leaves a debuff for 10 seconds dealing additional nature damage every 1 second.
  • Make sure to dodge Sonic Boom as it drags you further away from the boss and silences.
  • Use your interrupt against the Darkfuse Mechadrone's cast Maximum Distortion.

Demolition Duo

  • Use defensives against Bront's Wallop.
  • While targeted by Barreling Charge make sure to hit as many Bombs on the ground as possible.

Swampface

  • Sludge Claws does a small amount of magical damage on top of a huge amount of physical damage. It also leaves a big healing absorb on you, so make sure to use a defensive.

Geezle Gigazap

  • This bosses tank ability is Thunder Punch, knocking you back and inflicting you with a huge amount of physical damage over 4 seconds.
  • While being fixated by Leaping Sparks make sure to kite it through Dam Water pools on the ground.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Mechadrone Sniper - Trickshot
    • Venture Co. Diver - Harpoon
    • Disturbed Kelp - Restorative Algae
    • Darkfuse Bloodwarper - Blood Blast
  • Pay extra attention to these casts:
    • Shreddinator 3000 - Shreddation
      • Make sure to start moving at the end of this cast so you do not get hit by the blades spawning.
    • Disturbed Kelp - Jettison Kelp
      • Use Incapacitating Roar to interrupt this cast.
Protection Paladin Mythic+ Theater of Pain

Boss Tips

An Affort of Challengers

  • Dessia will occasionally cast Mortal Strike which deals physical damage and leaves a dot behind reducing healing taken by 50% for 5 seconds.
  • Use your interrupt against Sathel's Necrotic Bolt.
  • Dodge green swirlies on the ground caused by Paceran's Noxious Spores cast.

Gorechop

  • Hateful Strike is the tank mechanic. It deals a large amount of physical damage, make sure to use a defensive against it.
  • Do not get caught by Meat Hooks crossing the arena.

Xav the Unfallen

  • This boss will cast Brutal Combo as its tank ability, it's a 2.5 second long cast inflicting multiple physical damage hits in a short time.
  • During Might of Maldraxxus the boss will cast 3 different abilities that you should dodge.

Kul'tharok

  • Make sure to not aim this bosses tank abilty Necrotic Eruption towards your group and use a defensive for it.
  • While afflicted by Draw Soul stack up with your group to spawn all Lost Souls together.

Mordretha, the Endless Empress

  • Reaping Scythe is a huge tank buster, make sure to have a defensive up or be ready to purify the stagger after.
  • Divine Toll is a great tool to interrupt Death Bolt casted by Deathwalkers.
  • After the boss reaches 50% HP, he will occasionally summon Ghostly Combatants which cast Ghostly Charge, running from one side of the room towards the other, make sure to dodge them.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Blighted Sludge-Spewer - Withering Discharge
    • Maniacal Soulbinder - Necrotic Bolt Volley
    • Bone Magus - Bone Spear
  • Pay extra attention to these casts:
    • Putrid Butcher - Devour Flesh
      • Use a defensive for this ability to reduce the Butcher self healing.
Protection Paladin Mythic+ Operation: Mechagon

Boss Tips

Tussle Tonks

  • While being targeted by Platinum Pummel try not minimize movement and use a defensive ability.
  • When The Platinum Pummeler gains a stack of Platinum Plating bring him near a Piston Smasher and make sure you active it when the boss is underneath, so it smashes and removes the stack of Platinum Plating.
  • When Gnomercy 4.U. reaches 100 energy make sure to aim his Maximum Thrust towards a nearby wall.
  • The boss will occasionally spawn B.4.T.T.L.3. Mine, feel free to move away from mines when too many have spawned.

K.U.-J.O.

  • Before the boss casts Venting Flames make sure to move him towards a box to stand behind.

Machinist's Garden

  • When the boss spawns a Inconspicuous Plant, make sure to move him on top, meanwhile try to dodge the rest of the boss abilities.

King Mechagon

  • In Phase 1, make sure to dodge Plasma Orb.
  • While the boss is casting Take Off! make sure to not stand directely underneath him as it does fatal damage.
  • In Phase 2, if targeted by Mega-Zap make sure to use a defensives.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Bomb Tonk - Detonate
    • Mechagon Tinkerer - Giga-Wallop
    • Mechagon Mechanic - Tune Up
  • Pay extra attention to these casts:
    • Waste Processing Unit - Puncture
      • Physical damage taken hit and leaves a bleed for 6 seconds dealing damage, make sure to use a defensive.
Protection Paladin Mythic+ The MOTHERLODE!!

Boss Tips

Coin-Operated Crowd Pummler

  • While the boss casts Coin Magnet make sure to not be near any coins on the ground.

Azerokk

  • Make sure to tank the boss near Earthrager.

Rixxa Fluxflame

  • Do not stand in front of the boss while he casts Propellant Blast.

Mogul Razdunk

  • In the intermission while being targeted by Drill Smash make sure to stand next to a Drill.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Refreshment Vendor - Iced Spritzer
    • Hired Assassin - Toxic Blades
    • Venture Co. Earthshaper - Rock Lance
    • Stonefury - Furious Quake
    • Venture Co. Alchemist - Transmute: Enemy to Goo
  • Pay extra attention to these casts:
    • Azerite Extractor - Puncture
      • Physical damage taken hit and leaves a bleed for 6 seconds dealing damage, make sure to use a defensive.
    • Hired Assassin - Fan of Knives
      • Use Blinding Light and Hammer of Justice to interrupt this cast.

Affixes

The Affix system got changed going into The War Within Season 1 retiring most Affixes as well as introducing new kiss-curse ones while also changing on which key level these appear.

  • +4 Affixes -- Rotates on weekly basis
    • Xal'atath's Bargain: Ascendant
    • Xal'atath's Bargain: Voidbound
    • Xal'atath's Bargain: Devour
    • Xal'atath's Bargain: Pulsar
  • +7 Affix -- Alternates between each other on a weekly basis
    • Tyrannical
    • Fortified
  • +10 Affixes -- Alternates between each other on a weekly basis, is always the opposite of the +7 Affix
    • Tyrannical
    • Fortified
  • +12 Affix
    • Xal'atath's Guile -- Replaces the +4 Affix

Following you get some useful tips for handling different Mythic+ Affixes as a Protection Paladin.

  • Xal'atath's Bargain: Ascendant
    • Blinding Light as many orbs as possible.
  • Xal'atath's Bargain: Voidbound
    • The Void Emissary follows you, keep it close to cleave and target it whenever its up.
  • Xal'atath's Bargain: Devour
    • Cleanse Toxins yourself whenever its applied to yourself.

Stat Priority

Patch 11.1 - Undermine(d)
Protection Paladin

Understand your secondary stat priority and the tertiary stats needed for optimal performance during Dungeons as a Protection Paladin. For more detailed information, visit the Stats and Attributes guide.

Survivability

Protection Paladin Survivability Stats in Raids

Damage

Protection Paladin Damage Stats in Raids

Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.

All secondary stats are affected by diminishing returns. Click here to learn more!

Tertiary

  • Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
  • Leech - Provides additional healing through damage dealing.
  • Speed - Niche tertiary that can be very useful and has been proven useful in the past. This makes managing certain mechanics a lot easier.

In general, Leech is really strong for tanks in Mythic+. It can be by far the best stat you can have and allows you to ‍Word of Glory yourself less, which frees up more globals for other things and allows you to do more damage!

Gear

Patch 11.1 - Undermine(d)
Protection Paladin
Overall BiS
Farmable Alternatives
SlotItemLocation
HeadFullthrottle FacerigVexie and the Geargrinders
NeckSemi-Charmed AmuletRik Reverb
ShoulderAureate Sentry's Roaring WillTier / Catalyst
CloakUndercircuit Racing Flag
Vexie and the Geargrinders
ChestAureate Sentry's EncasementTier / Catalyst
WristEverforged VambracesCrafting
GlovesAureate Sentry's GauntletsTier / Catalyst
BeltVenture Contractor's FloodlightOperation: Floodgate
LegsAureate Sentry's LegguardsTier / Catalyst
BootsEverforged SabatonsCrafting
Ring 1Miniature Roulette WheelThe One-Armed Bandit
Ring 2The Jastor DiamondChrome King Gallywix
Trinket 1Improvised Seaforium PacemakerOperation: Floodgate
Trinket 2Chromebustible Bomb SuitChrome King Gallywix
WeaponRail Rider's BisectorDarkflame Cleft
ShieldTitan of IndustryChrome King Gallywix

Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.

SlotItemLocation
HeadWaxsteel GreathelmDarkflame Cleft
NeckStrapped Rescue-KegCinderbrew Meadery
ShoulderSkyscorcher PauldronsThe MOTHERLODE!!
CloakCloak of Questionable IntentThe MOTHERLODE!!
ChestSlashproof Business PlateCinderbrew Meadery
WristFuzzy CindercuffsCinderbrew Meadery
GlovesJumpstarter's Scaffold-ScrapersOperation: Floodgate
BeltVenture Contractor's FloodlightOperation: Floodgate
LegsGalvanized Oxxein LegguardsTheater of Pain
BootsSabatons of Rampaging ElementsThe MOTHERLODE!!
Ring 1Wick's Golden LoopDarkflame Cleft
Ring 2Bloodoath SignetTheater of Pain
Trinket 1Improvised Seaforium PacemakerOperation: Floodgate
Trinket 2Ringing Ritual MudOperation: Floodgate
WeaponRail Rider's BisectorDarkflame Cleft
Shield Barricade of the Endless EmpireTheater of Pain

Trinkets

Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the Raid boss.

Active Trinket alternatives

  • Ringing Ritual Mud
    • A great alternative to Chromebustible Bomb Suit.
  • House of Cards
    • Provides you with a massive mastery buff for 15 seconds which can be used in combination with Avenging Wrath and Moment of Glory since they share an almost similar cooldown.

Passive Trinket alternatives

  • Cinderbrew Stein
    • A defensive trinket that will passively give you absorb shields, as well as primary stat to you and your allies. Comes with a downside of giving a lot less primary stat in comparison to other trinkets of the same item level.
  • Eye of Kezan
    • A good passive trinket that loses a lot of value in mythic+ because its stacks drop of from leaving combat which often occurs in dungeons.
  • Tome of Light's Devotion
    • Passive trinket that has its biggest value offensively, make sure to always have the "The 50 Verses of Radiance" buff up.

Embellishments

  • 2x Dawnthread Lining.
    • Craft preferred on Wrists, Boots, Waist or Cloak depending on your available gear.

A good option for early season is crafting a 675 weapon with Darkmoon Sigil: Symbiosis and a 675 Shield with Writhing Armor Banding. As soon as you get access to a 678 weapon and shield this option loses value compared to 2x Dawnthread Lining.

  • Darkmoon Sigil: Symbiosis
    • Passive secondary stats with almost 100% uptime.
    • Has to be crafted on a weapon.
  • Writhing Armor Banding
    • Empowering your Darkmoon Sigil: Symbiosis.
    • On Wrists, Boots, Waist or Cloak depending on your available gear.

Remaining Sparks

  • Crafted items are 675 item level and regular items are 678 on max item level, therefore, it's a small loss to equip crafted items outside of your 2x Embellishments unless you don't have access to other high item level gear on that slot.

Simcraft

To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.

Consumables

Patch 11.1 - Undermine(d)
Protection Paladin
  • Phials
    • Flask of Tempered Swiftness -- less DPS but more survivability.
  • Food
    • Feast of the Divine Day
  • Combat Potion
    • Tempered Potion
    • Potion Bomb of Power -- group potion, this is a DPS loss for you.
  • Health Potion
    • Algari Healing Potion
  • Weapon Stone/Oil
    • Rite of Sanctification -- as Lightsmith in every situation
    • Ironclaw Whetstone -- as Templar if you have a bladed weapon
    • Ironclaw Weightstone -- as Templar if you have a blunt weapon
  • Augment Rune
    • Crystallized Augment Rune
  • Sockets
    • Deadly Emerald
    • Culminating Blasphemite -- Unique, use one of each gem colour to enhance your Blasphemite.
      • Quick Onyx
      • Quick Ruby
      • Quick Sapphire
    • Culminating Blasphemite is the best raw output option but using ‍Elusive Blasphemite can help you maintain uptime and dodge mechanics easier. This is an extremely minor dps gain in exchange for a valuable 10% movement speed.

Enchantments

HeadS.A.D.
NeckMagnificent Jeweler's Setting 2x
CloakEnchant Cloak - Chant of Winged Grace
ChestEnchant Chest - Crystalline Radiance
WristEnchant Bracer - Chant of Armored Leech
S.A.D.
BeltS.A.D.
LegsStormbound Armor Kit
BootsEnchant Boots - Defender's March
Ring 1Enchant Ring - Radiant Haste
Magnificent Jeweler's Setting 2x
Ring 2Enchant Ring - Radiant Haste
Magnificent Jeweler's Setting 2x
WeaponEnchant Weapon - Authority of Radiant Power
Protection Paladin Mythic+

You buy ‍S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists and Belt.

Races

Patch 11.1 - Undermine(d)
Protection Paladin

or min-maxing a Protection Paladin in Mythic+ Dungeons, different racial traits can provide a tremendous benefit to your characters. If this is not your top goal, picking a race that fits your style works just as well.

  • Stoneform -- Dwarf
    • Might of the Mountain gives 2% crit damage and healing, which is very strong for Protection Paladin.
    • Valuable due to the fact that you can dispel yourself or remove dangerous bleed effects.
    • Gives 10% physical DR which can be like a small extra personal as a tank for 8 seconds.
  • War Stomp -- Tauren
    • Strong AoE stun that can be used as a stop that lasts for 2 seconds.
    • Brawn gives 2% crit damage and healing
  • Arcane Torrent -- Blood Elf
    • Strong racial to dispel or purge enemies, the value is very limited but sometimes can come in handy.

Recommendation

II almost always play Dwarf since they are the overall strongest offensive (tied with Tauren) race, as well as being the strongest defensively because of Stoneform ability to remove nasty debuffs.

Macros

Patch 11.1 - Undermine(d)
Protection Paladin

Discover recommended macros for Protection Paladin for Mythic+ and watch a quick video guide on creating simple macros for your character.

Macro Import Guide Video

Taunt at Mouseover --- Mouseover macro for Hand of Reckoning (Taunt) that allows you to get aggro easily from targets that just come into view or spawn without having to change target. If you have no mouseover it taunts your primary target.

#showtooltip
/cast [@mouseover,harm,nodead][]Hand of Reckoning

Boss 1 Taunt --- Casts Hand of Reckoning on Boss1

/cast [@boss1] Hand of Reckoning

Boss 2 Taunt --- Casts Hand of Reckoning on Boss2

/cast [@boss2] Hand of Reckoning

Addons

Patch 11.1 - Undermine(d)
Protection Paladin

Below, you see a screenshot of the author's User Interface for their Protection Paladin, outlining which addons are used and how they are utilized in Mythic+ to make your life easier.

Protection Paladin Interface in Mythic+
Protection Paladin Interface in Mythic+

Changes this Patch

Patch 11.1 - Undermine(d)
Protection Paladin

FAQ

Patch 11.1 - Undermine(d)
Protection Paladin

Credits

Written By: Tief

Reviewed By: Miniaug

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