SMITE Relics In-Depth: Curse
Edit: As of patch 3.12 the healing reduction for Curse has been reduced to 50% from 65%
Welcome to the third installment of SMITE Relics In-Depth. In this guide we will be going over the relic Curse. This relic finds its strong suit in countering healers or as an asset for a team that wishes to pursue early game aggression.
Curse is a relic that slows all enemy gods within a radius by 40%. The relic also will reduce the healing of any affected foes by 50%. Both of these effects last for five seconds. Curse tends to be picked up more by the Support player, but it can also be taken by the Jungler or Solo when needed.
The primary reason that Curse is chosen by a team is to counter healers. Gods like Hel, Aphrodite, or Guan Yu can be a problem for a team to play against without any healing reduction. While anti-healing isn't the only method of dealing with these gods, it does make dealing with them much easier. The ability to dramatically reduce in combat healing is what sets this relic apart from others.
Curse is also strong against gods that lack a form of mobility. Gods like Zeus or Artemis which have no movement skills or ways of cleansing the slow from Curse are left as easy targets to pick off. This is also true for the healing gods of SMITE, as none of the healers, with the exception of Guan Yu, have a movement skill.
Curse is also a strong relic to get for early lane aggression. Using Curse while you have lane pressure can give you the opportunity to get an early kill on the enemy. This can help put you or your teammate ahead and continue with lane pressure or allow you to steal some farm from the enemy jungle. This will help you have a strong transition into the mid-game.
The main counter to Curse is the relic Sprint. While not removing the healing reduction debuff, Sprint will cleanse slows and make all allied gods slow immune for six seconds. This is more than enough time for a team to disengage from a fight and wait out the debuff. This relic is a common choice for a team with a healer and is also frequently used even when a team doesn't have one. Another note about Sprint is that it has a cooldown that is equal to that of Curse. This will mean that if a team holds their Sprint until Curse is activated, Sprint will almost always be back off cooldown before the next use of Curse.
Curse also has limited effectiveness against gods with movement abilities. Skills that are Dashes or Leaps may let the god that you are trying to target reposition themselves near their team. Additionally, some gods like Cabrakan or Kukulkan have slow immunity built into their kit. This allows them to be unaffected by Curse.
One thing to note about Curse is that it can be used to bait out the other team's skills or relics. If used right, it can allow you to force a team into an unfavorable fight later on after those other relics or skills have been used. Keeping track of Sprint or other relics' cooldowns will help to improve the effectiveness of your use of Curse.
Curse offers a team the ability to reduce enemy healing and decrease movement speed. This can greatly help with countering healers as well as punish immobile gods. This relic also assists with early lane aggression and can help to get early kills or to help maintain lane dominance. This relic is not without its own counters. Sprint or other forms of slow immunity will shut down a use of this relic and could leave your team placed awkwardly for an engagement that didn't happen. Overall, Curse is a strong relic to choose, but the enemy's composition must be taken into account when making this decision.