Hits for about 13k without the glyph (+10% damage) and it can't miss (it's still a spell so no dodge/parry, the not-missing part is a recently implemented work around for prot paladin going oom with judgement missing twice in a row). Cooldown is 8 seconds, regulary you delay it for both finisher, crusader strike and avenger's shield, with the 2 piece it also adds an ~ 4k absorb shield, equals to 500 hps (if not delayed, another 10% possible with the glyph). That's not gamebreaking but more reliable thanks to 100% connect chance.

