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Diablo 4 Build

Auradin - Holy Light Aura

Season 11
End Game
presentationPaladin
Speed Farm
Infernal Hordes
Boss Killer
Pit Pusher
Dungeon Push
M1PY
Verified
Holy Light Aura
Falling Star
Fanaticism Aura
Defiance Aura
Advance
Rally
By M1PY
Updated on Dec 25, 2025
Dec 25, 2025

Build Overview

The Auradin - Holy Light Aura Paladin Build Guide teaches you about Gear, Skills, Paragon, Playstyle & Seasonal Mechanics in Diablo 4 Season 11.

The Auradin has returned! Be the Lazy God running through dungeons while your Auras, in this case Holy Light Aura decimate everything. Holy Light Aura emanates from all allies, so we utilize Ceh to summon many wolves to increase our damage sources. This also works on Mercenaries, so make sure to hire them! With this take on Auradin, you are flying through all content in the game with ease as it is tweaked for maximum Mobility. Once you have progressed your gear far enough, the Hybrid variant will give you the most optimal results. If you are lazy, stick to the Zero Buttons version. You get the best of both worlds, either super AFK 0-Button gameplay, or high-intensity zoomer speed if you chose to.

We stack as much Attack Speed as we can, because Holy Light Aura scales linearly with it.

In Torment 4, this build does not require any button inputs at all. So it is a true AFK-Build!

If you have any questions about this build, make sure to check out the FAQ Section or the FAQ Video.

  • 🟣Follow me for live gameplay, meta testing & updates on my Twitch
  • ▶️Build Showcases and Guide Videos can be found on my YouTube

If you are not level 60 yet, make sure to check out the Paladin Leveling Guides from our Tier List instead.

Strengths and Weaknesses

  • Auradin
  • AFK-Gameplay
  • Absurd Mobility
  • Can trivialize the game too much
  • Consecration is very bright
  • Can be nauseatingly fast

Build Variants

I personally play this variant in most content.

This is the previous Max DPS variant before the Judgement Tech but with Advance Flash of the Blade and March of the Stalwart Soul.


Assigned Skills

Primary
1
5
Secondary
5
5
1
1
Oaths
  1. Ascent into Arbiter with Falling Star and Disciple.
    1. Consistently keep using Falling Star to stay in Arbiter Form to keep up Aspect of Ascension and Aspect of Celestial Strife. Arbiter Duration on the Pants will help you to sustain it easier.
  2. Use Fanaticism Aura and Defiance Aura for their buffs and to refresh Cooldowns with Resplendence Glyph.
  3. Use Rally to keep up Faith for Qax.
  4. Use Flash of the Blade Advance for even more mobility.
    1. With March of the Stalwart Soul you dash even further!
  5. Use Holy Light Aura's active for a big burst and flash healing.

Equipment

HelmHeir of Perdition
Chest armorShroud of False Death
GlovesDawnfire
PantsAspect of the Indomitable
BootsMarch of the Stalwart Soul
AmuletAspect of Celestial Strife
Ring 1Aspect of Ascension
Ring 2Aspect of Holy Punishment
WeaponGriswold's Opus
OffhandAspect of Proselytizing

The Rune Ceh is important. More Wolves means more allies that Holy Light Aura emanates from.

If you want an absolute 0-buton experience, see the 0-Buttons Variant instead.

This build does not require Dawnfire or Sundered Night to function, it's just much stronger with it.

Lucky Hit: Up to a X% Chance make Enemies Vulnerable for 2 seconds is very important to have.

Sanctifications to chase:

  • God-Tier:
    • The Grandfather's Mythic Effect (i.e. not as equipped item)
  • S-Tier:
    • Mythic Effects from: Harlequin Crest, Heir of Perdition, Ring of Starless Skies
  • A-Tier:
    • Offensive Aspects
  • B-Tier:
    • Armor Aspects
  • C-Tier:
    • +10%[x] Holy Damage
    • +10%[x] Fire Damage
    • +% Strength
    • Ranks to Aura / All Skills

If you are unfamiliar with Sanctification, check out our Season 11 Overview for more information.

If you do not know where to find the Uniques for this build, take a look at our Boss Table Cheat Sheet.

Elixirs and Incenses

ElixirElixir of Advantage
Core IncenseSpiral Morning
Defensive IncenseSong of the Mountain
Resistance IncenseSoothing Spices

Skill Tree

Available0 (0)
Spent59 (12)

Coat of Arms over Exaltation as it is more damage at high armor.

Paragon Board

Castle is an uncapped multiplier based on your Armor.

Glyph Leveling Priority

  1. Resplendence
  2. Arbiter
  3. Spirit
  4. Judicator
  5. Challenger

Board Order

  1. Starter Board
  2. Castle
  3. Relentless
  4. Beacon
  5. Preacher

Divine Gifts

Andariel
CorruptedEssence of Anguish
PurifiedEssence of Screams
Azmodan
CorruptedEssence of Hellfire
PurifiedEssence of Sin
Belial
CorruptedEssence of Shadows
PurifiedEssence of Lies
Duriel
CorruptedEssence of Pain
PurifiedEssence of Squalor

In Season 11 the Divine Gifts do not offer any player power increase. Instead they make some activities more challenging and increase their rewards in different ways. As there are only two choices per slot, we focus on maximizing the defensive bonuses.

Mercenary

Raheir provides Armor and we love Armor as Castle is a very strong legendary Paragon node.

How it Plays

  1. Start your rotation by using either Holy Light Aura or Defiance Aura.
    1. This procs Consecration from Sundered Night, providing you Aura Potency (Speed vers.)
  2. Use Falling Star or Advance Flash of the Blade to ascend into Arbiter Form Disciple.
    1. Repeat those for Mobility and staying in Arbiter Form to maintain the powerful buffs from Aspect of Ascension and Aspect of Celestial Strife.
  3. Use Fanaticism Aura when engaging enemies to apply Weakened to them.
  4. Use Rally to restore Faith to fuel your Qax Rune.
  5. Thanks to Igni, your Wolves from Ceh will constantly be summoned.
    1. Alternatively, you can use Bac to proc them via covering distance through walking or dashing.
    2. Or, if you are AFK, use Ahu.

The playstyle is different depending on the variant you chose. The rotation above applies to most of them. For more info, look at the top description text of each respective variant.

In Torment 4, you can just walk and dash through everything without pressing anything else.

How it Works

Holy Light Aura Mechanics

  • TL;DR: Stack Attack Speed and use Ceh.
  • Holy Light Aura scales its damage linearly with Attack Speed, that is why we are stacking it.
  • Aura Potency from Sundered Night or other sources is a direct damage multiplier.
  • Holy Light Aura emanates from all your allies, so each of your Ceh-Rune Wolves, replicate it.
  • Dawnfire deals Fire damage and benefits from +Ranks to Holy Light Aura and Holy Light Aura Potency.
  • Dawnfire benefits from Aspect of Proselytizing. (As seen here)

Frequently Asked Questions

What do the Wolves from Ceh-Rune even do?

  • They count as allies and thus act as Holy Light Aura emitters.
  • They apply Chill which can turn to Freeze given enough buildup.
    • That allows us to benefit from Dizzying Blow.
  • They do apply Vulnerable but it is not consistent enough to entirely omit the Lucky Hit: Chance to make Enemies Vulnerable for 2 seconds roll on our Ring.

Why are we using Preacher Paragon Board?

  • TL;DR: It's much more damage.
  • Preacher gives much more damage than the description might insinuate - the tooltip is wrong.
  • The Damage Formula for Preacher is:
    • 1 + (0.65 * [1 + Sum of Attack Speed])
  • Without any Attack Speed, this results in:
    • 1 + (0.65 * [1 + 0]) = 1.65 => 65%[x] multiplier.
  • At 100% increased Attack Speed, this results in
    • 1 + (0.65 * [1 + 1]) = 2.3 => 130%[x] multiplier.
  • However, with the Attack Speed Bonus from Fanaticism Aura being in Cap2, we can easily reach Attack Speeds way beyond 170%, thanks to the Aura Potency from Sundered Night.
    • 1 + (0.65 * [1 + 1.7]) = 2.755 => 175.5%[x] multiplier
  • In addition to Holy Light Aura scaling its damage with Attack Speed as well, this Board is perfect.

Why are we not using Shield Bearer and instead using Beacon?

  • TL;DR: Beacon provides more damage overall.
  • Shield Bearer has basically no useful nodes, as we are dealing Holy & Fire Damage.
  • Beacon also grants us Attack Speed nodes and all of the Armor and additive rare and magic nodes are worth more than the slightly higher multiplicative damage increase from Shield Bearer
  • But my Block Chance is only 90% now, is that a problem?
    • No, the gain from Beacon still outweighs this offensively.
    • If you feel like this is a problem for you defensively, feel free to swap Beacon back to Shield Bearer or temper +Ranks to En Garde on your Pants or Shield.

Why are we not using Master Craftwork in the Sundered Night variant?

  • Because we do not have a Shield equipped. Remember to pick Sacred Arms instead.

Why are we using Ruby, Topaz & Emerald instead of Diamond in Jewelry?

  • Fire, Lightning and Poison are the most common incoming damage types. They are also massively overtuned in how much damage they currently deal. Cold and especially Shadow are extremely rare and more in line. We try to resist the common ones with their dedicated Gems, massively increasing our overall survivablity. Diamonds only provide +250 Resistance to all Elements, where as dedicated Gems provide +1750 to their given Resistance instead.
  • "But what about Physical Resistance?"
    • Phyiscal damage is not nearly as overtuned as the other problematic damage types and does not require tweaking the gems to Skulls to hedge against it.
    • Also, Phyiscal damage can be blocked, where as e.g. Poison puddles on the ground can not.

I can not find an Amulet like the one listed in the build, what others stats can I use?

  • Amulets with so many passives are indeed a very rare, once in a season sight. Instead of passives, other useful stats include:
    • Strength (At least some more damage)
    • Attack Speed (if not capped)
    • Cooldown Reduction (if not capped)
    • Critical Strike Chance (if not capped)
    • Lucky Hit: Chance to make Enemies Vulnerable for 2 seconds (if not present elsewhere)
    • All Resistances (generally useful)
    • Fire Resistance (to survive the nasty fire explosion Elite affixes)
  • "What about the other passives?"
    • Conviction only adds a bit of Attack Speed in Cap1, which we already cap out easily.
    • Riposte block condition is hard to match if everything is dead before touching you.
    • Iron Sharpens Iron is a good alternative to the passives listed in the planner.
    • Dizzying Blow is okay as your Ceh-Rune wolves apply Chill upon attacking.
    • Discipline does not help us, as we are not using a Core Skill to deal damage.

Where are we getting Fortified from?

  • Essence of Lies as Purified Divine Gift Fortifies you for 1% per second.
  • To count as being Fortified, any amount of Fortification will do.
  • We boost the Fortified amount with some magic nodes on Preacher.
  • Raheir, your mercenary, also provides a bit of Fortify through his ability.

What about Herald of Zakarum?

  • Again a case of where the tooltip is incorrect. It states that it multiplies your Armor by 50%[x] so a factor of 1.5. In reality, it only increases your Armor by +50%, which gets added into a pool of all other +% Armor additives. And we have plenty of those through passives like Aspect of the Indomitable, Master Craftwork, En Guarde and Shining Armor plus Paragon Nodes. The real kicker is the 50% increase to Strength, which significantly boosts our DPS and our flat armor, resulting in a decent damage gain. However, in most setups, a Legendary Shield will outperform Herald of Zakarum, as it also is able to provide other useful stats like Critical Strike Chance and Cooldown Reduction. If you are not capped on these stats and have far past 3000 Strength without Herald already, it's benefits are significantly diminished. In the lazy Zero Buttons variant we pick just pick Herald because it still provides an all-in-one defense solving package. Only mathing it out entirely could tell you if a legendary shield is better.
  • TL;DR: Pick a Legendary Shield with stats to help you reach caps, if you're already capped and there is no good aspect to use, or you're playing a Core Build like Hammerdin, use Herald of Zakarum.

Why are we using March of the Stalwart Soul?

  • March of the Stalwart Soul allows you to dash significantly further with Advance Flash of the Blade. It is purely a choice for mobility and the additional Cooldown Reduction on it can help the reach the CDR cap more easily. In Torment 4 everything is one-shot so I opted to maximize Speed instead. If you want the absolute highest DPS and do not care about mobility at all, you should drop these for Wildbolt Aspect boots with Strength and Armor instead and temper Holy Light Aura Potency on them as shown in the Push variant.

Why are we using Judgement Day and Judicator in the Push variant?

  • Judgement Day's tooltip is once again incorrect. Despite the tooltip saying up to 90%[x], the stacks of 6%[x] are compounding, resulting in 1.06 ^ 15 = 2.396 i.e. 139.6%[x] instead. Therefore, we pick it over Coat of Arms and Exaltation as it is simply more damage with how easy it is to stack up Judgement through Reach of the Law and Rite of Judgement.
  • Judicator slots in perfectly and gives us a better Oath than Disciple which does not help us in any way when we already have Arbiter of Justice equipped.

Why are we using Imbiber and +Potion Capacity on Pants in the Push variant?

  • TL;DR: Because it is more damage.
  • Imbiber is very strong when combined with Words of Sacrifice Rally as it allows you to drink Potions whenever you desire. You can opt to stay below 5/10 potions to already gain a bigger multiplier from Imbiber than from other Glyphs.

Why are we not using The Grandfather?

  • Equipping The Grandfather is significantly less damage than either Sundered Night due to Aura Potency being a direct multiplier, or Griswold's Opus + Shield. However, as a Sanctification, The Grandfather is the best one to have.

What about Juggernaut Oath? Does it not boost all damage instead of only Juggernauts?

  • Yes, that is correct and that makes it a potential choice for the Push variant. You can make the following adjustments to make good use out of Juggernaut Oath:
    • Swap Rally for Advance Wave Dash
    • This allows you to have a Resolve generator (and consumer) for Juggernaut.
    • Use the Rite of Might upgrade on Defiance Aura.
    • Swap Imbiber back to Challenger.
    • Use MoniCeh and NaguVex.
  • So why are we not using it all the time?
    • In shorter Fights, it is more damage up-front to use Juggernaut.
    • However, in longer fights, where Judicator has time to ramp up, it is more damage.
    • Overall, both setups are quite close in damage output, but with the additional benefit from Imbiber, Judicator Oath will pull ahead in extended fights in pushing scenarios, which is what the Push Variant is designed to be used for. The larger your pulls, the better your DPS.

So many variants! Which one should I pick? Help!

  • Pick the Speed version for most content.
  • Swap to Push if you want to try yourself at pushing for fun.
    • The playstyle for this variant is slightly different. Refer to the section at the top of the variant.
  • Play 0 Buttons if you like to AFK a lot.
  • Use Starter if you do not have any of the Uniques or Mythics yet.
  • You can also opt for a Hybrid version.
    • This is what I mostly use, but it is not recommended without a lot of top notch gear.

Do I need Hands to play this build?

  • No.

Elixirs and Incenses

It's important to run Elixirs and Incenses at all times. Not only because they increase your Experience gain but also because they provide very strong combat boosts.

For Elixirs you want to use Elixir of Advantage II to increase your Attack Speed. If you are already capped on Attack Speed, use Elixir of Iron Barbs II for more Armor.

For Incenses you want to use Spiral Morning for All Stats to reach requirements for Paragon Nodes if you do not have Shroud of False Death, otherwise use Ancient Times for Strength. Song of the Mountain for Armor and Soothing Spices for All Resistances and more Armor.

FAQ Video

If you want an even more in-depth version of the FAQ, I recommend watching my Auradin FAQ Video.

Changelog

24th of December 2025

  • Updated Max DPS (now called Push) Variant massively, with the newest Judgement Day and Judicator tech. Also added the Words of Sacrifice Rally + Imbiber combo.
  • Old Max DPS is now called Hybrid and takes Advance Flash of the Blade.
  • Massively expanded the FAQ.

23rd of December 2025

  • Provided a more accurate Preacher formula.

22nd of December 2025

  • Fixed missing Holy Light Aura Potency missing from the Shield in Max DPS variant.

21st of December 2025

  • Updated Max DPS with Consecration instead of Arbiter of Justice as it is more damage given optimal play through keeping Arbiter Form up with Falling Star instead.
  • Updated some descriptions to be more precise.

20th of December 2025

  • Expanded the FAQ, removed March of the Stalwart Soul from Max DPS and Zero Buttons.

19th of December 2025

  • Added a Max DPS variant that outperforms Sundered Night at sufficiently high gear levels.

18th of December 2025

  • Updated the Build with new information, reworked the Paragon Board, updated FAQ plus Video.

15th of December 2025

  • Added Ceh tech to have more allies to emanate Holy Light Aura from.

11th of December 2025

  • Build published for Season 11 - Patch 2.5.0

Video

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