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Curse is an ailment ability for Lightning in Lightning Returns: Final Fantasy XIII. It is the base form of the Curse spells, dealing non-elemental magic damage and inflicting the status of the same name to a single foe. Its upgraded form is the Cursega ability.

Curse is also used when the player casts the Disaster ailment ability.

Obtained[]

Curse is one of the few magic abilities that does not have a garb exclusive version. It can be obtained as a drop from the Personal Guard, Skeleton, and Skeleton Ω enemies; the former two having a 15% drop rate, while the latter enemy has a 100% chance. The enemies drop different levels of the ability on the following days and difficulties:

Enemy Lv. 1 Lv. 2 Lv. 3 Lv. 4 Lv. 5
Skeleton Day 1 - 6 (Easy/Normal) Day 7 - 9 (Easy/Normal) Day 10 - 13 (Easy/Normal) Day 1 - 6 (Hard) Day 7 - 13 (Hard)
Skeleton Ω - Day 1 - 6 (Easy/Normal) Day 7 - 9 (Easy/Normal) Day 10 - 13 (Easy/Normal) Day 1 - 13 (Hard)
Personal Guard Day 1 - 6 (Easy/Normal) Day 7 - 9 (Easy/Normal) Day 10 - 13 (Easy/Normal) Day 1 - 6 (Hard) Day 7 - 13 (Hard)

Mechanics[]

When used, Lightning conjures an orb of crimson energy on the target, dealing magic non-elemental damage and inflicting the Curse status for a set amount of time, with its duration depending on its ability level. The status decreases an enemy's keep by 15, making it more likely to recoil and have their attacks interrupted. The ability has an ATB cost of 25 at level 1, with the lowest ATB cost at level 5 decreasing to 15.

Curse has a set potency of 0.20 at all levels, with increases of 0.04 - 0.06 being naturally available through synthesis passives. Its potency can also be further increased by equipping rapier weapons and the Skeleton's Earrings accessories. Like other ailment abilities, Curse has no stagger power, meaning it cannot increase or stabilize an enemy's stagger wave.

Stats[]

Growth chart
Level Power Duration Synthesis Needed to Max Level Up Malistone
Lv. 1 0.20 30 s 2 Bronze
Lv. 2 0.20 45 s 2 Silver
Lv. 3 0.20 60 s 2 Mythril
Lv. 4 0.20 75 s 4 Adamant
Lv. 5 2.05 90 s N/A N/A
Passives

Curse abilities can have the following passives:

Normal
  • Maximum HP +600
  • Status Ailment Damage +25%
  • ATB Recovery +10
  • Critical: Vigilance+Veil (90 secs)
Rare
  • Critical: Haste+Vigilance (60 secs) (Chaos variant drop)
  • Deprotect Chaser (Rare synthesis only, 40% chance)

Use[]

Once obtained, Curse is best to have equipped to Lightning at all times. Players should opt to use Curse and Imperil at the start of every encounter, due to Curse increasing the chances of enemy interruptions caused by the lower elemental resistances. Due to its locked weaker potency and debuff duration, it is recommended to have equipped to a defense-oriented schema, since it will be one of the few moves performed in combat.

The Curse and Imperil combination is perhaps the most vital strategy when battling some of the game's stronger foes, with the lower elemental resistances allowing for Lightning to launch most enemies into the air with high tier spells and Heavy Slash. This tactic is especially useful when battling the boss of the Wildlands main scenario, especially when combined with Firaga, Blizzaga, and Thundaga, giving them little opportunity to perform attacks against Lightning.

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