Cursed Hollow
Cursed Hollow is the classic three-lane map: wide, slow to rotate across, and full of camps that never switch off. Tributes arrive one at a time from 3:00, each one a small fight over a 6-second channel, and three of them curse the enemy for 70 seconds. The Curse itself does not damage structures, so it is only as good as the push behind it, which is why split-pushers, camp clearers and global heroes win here while stacking quests fall behind. Two Grave Golem Bosses and two watchtowers near the Siege Camps make vision and timing more important than raw teamfight.
- Rotas
- 3 rotas
- Duração típica
- ~21 min
- Primeiro objetivo
- First at 3:00

Imagem do campo de batalha: Icy Veins. Objetivos marcados sobre o mapa do jogo.
Objetivos



Tributes
First at 3:00. Then 0:50 to 1:30 after a Tribute is collected, or 2:00 to 2:40 after a Curse ends.One Tribute is active at a time, at one of six spots arranged in two rows (top, bottom) and three columns (left, middle, right). Collecting it is a 6-second channel and drops a regeneration globe. The first Tribute is always in the middle column; a Tribute never repeats the previous spot, three in a row never share a row, and each set of three (1st to 3rd, 4th to 6th, and so on) never repeats a column.
The Curse
First when a team collects its third Tribute, never before the 3:00 Tribute and two more. Lasts 70 seconds.Enemy minions drop to 1 health and enemy towers, Forts and Keeps stop attacking for 70 seconds. The Curse deals no structure damage by itself, so its value is entirely in the push: split into the side lanes, dive under silent structures and keep soaking. The next Tribute appears 2:00 to 2:40 after it ends.
Plano de partida
Lane assignments
Two formations work. In 1-1-3, three heroes take the side lane nearest your Bruiser Camp, or the side lane closest to the next Tribute, one hero takes middle and the offlaner takes the other side lane; this keeps a strong group near the camps and the objective. In 1-3-1, a ranged hero holds the side lane where the enemy Siege Camp is, three play middle and roam, and the offlaner takes the remaining side lane; this suits teams with mobile roamers. Whichever you pick, global heroes belong in the lane farthest from the next Tribute so they soak until the last second and still arrive.
- 1-1-3: three on the side lane near your Bruiser Camp or the next Tribute, one middle, offlaner on the far side.
- 1-3-1: a ranged hero on the side with the enemy Siege Camp, three middle and roaming, offlaner on the other side.
- Global heroes always take the lane farthest from the next Tribute.


Early game
Use the fountain before 1:00 so it is back for the 3:00 Tribute. Your first camp depends on where that Tribute will be: if your Siege Camp is in the same lane as the Tribute, take the Bruiser Camp first at 0:30 and capture it at 1:00, right as a wave spawns, so the knights lead the minions; if it is not, take the Siege Camp first and capture it at 1:05 so the giants follow the wave. At 2:00 do the opposite camp, timed to land just before the Tribute (Siege at 2:35, Bruiser at 2:30). Soak all three lanes throughout, then move four heroes to the Tribute with one defending against the enemy mercenaries before joining; on the first Tribute the offlaner can keep soaking.
- 0:30: Bruiser Camp (capture at 1:00) if your Siege Camp shares a lane with the first Tribute; otherwise Siege Camp (capture at 1:05).
- 2:00: the other camp, captured at 2:30 (bruisers) or 2:35 (siege) so it hits structures during the Tribute.
- 2:40: four heroes rotate toward the Tribute; take the nearby watchtower on the way if you pass it.

Playing the objective
Judge each Tribute by its position: one on your half is easy to contest, one deep on theirs is expensive. To contest, arrive with four heroes and control the area with poke and terrain abilities before anyone channels; the 6-second channel breaks to any damage, so zoning wins it more than a single kill. To give it, poke with two heroes to delay the channel while the other three push the lane opposite the Tribute and take a Fort or a camp. When you reach three Tributes, split immediately into the side lanes, dive under silent structures and keep soaking; when cursed, save Forts and Keeps where you can, but retreat from any lane where the enemy is grouped and take value elsewhere. If you have two Tributes and just wiped the enemy on the third, take a Boss first and collect the Tribute after, so Curse and Boss land together.
- The next Tribute's rules narrow its location: never the same spot, never three in the same row, never the same column within a set of three.
- Cursed structures do not shoot: attackers should dive, defenders should expect dives.
- Tributes drop a regeneration globe when collected: the channeler's team heals up right after.
- Watchtowers near each Siege Camp show every path in while the adjacent Fort stands; grab them when you are already there, they neutralize after 45 seconds empty.

Mercenary camps
Cursed Hollow has six camps that stay active at all times, even while a Tribute is up or a Curse is running: a Siege Camp on the left of top and the right of bottom, a Boss on the right of top and the left of bottom, and two Bruiser Camps in the middle lane. Because nothing disables them, camps are the natural answer whenever you decide to give a Tribute. Both Bosses are Grave Golems immune to bribe effects, and a double Boss after 10:00 is one of the strongest plays on the map.
- Siege camp (2 Siege Giants): 0:30, respawns 3:00 after capture. Their thrown rocks can be dodged for a damage-free clear; in lane they outrange towers and deal double damage to structures.
- Bruiser camp (3 Knights + 1 Wizard): 0:30, respawns 4:00 after capture. The Wizard's spell armor field shields minions, mercenaries and heroes around it, so avoid fighting into a live Wizard.
- Boss camp (Grave Golem), one per side: 5:00, respawns 5:00 after capture. Mega Smash stuns in melee every 10 seconds, Binding Roots root every 15; immune to bribe.
- Suspect the enemy is on a Boss? Start the other one to deny a double Boss, and abort if they show up or you started too late.

Late game and win conditions
The win conditions here are the Boss and split-push, not the Curse itself: a Curse ends games only when it is paired with a Boss or a lane already pushed to the Keep. From about 10:00, take a Boss whenever you have an advantage and no Tribute is up, or inside the last 15 seconds of your own Curse, then chain the second Boss if available and push with it. Late Tributes come 0:50 to 1:30 apart, so stay grouped near the forest between spawns and let the offlaner soak. The core casts a Curse under nearby heroes every 3 seconds; those hit take 5% max health and lose 75 armor for 4 seconds, so a core dive needs the Curse silencing the Keep or a Boss tanking.
- Win conditions: Boss and split-push; the Curse is the enabler, not the finisher.
- Best Boss window: the last 15 seconds of your Curse, so the Golem walks into structures that are still silent.
- With two Tributes and a wiped enemy at the third: Boss first, Tribute second.
O que buscar no draft
O que buscar no draft
- Prefer heroes who clear camps fast; six always-on camps are the backbone of the map.
- Prefer abilities that use impassable terrain: Tributes sit in tight forest spots.
- Prefer global presence so the far laner soaks until the last second and still reaches the Tribute.
- Prefer poke to contest or stall channels from range, and vision tools for the forest.
- Prefer split-pushers and point control for the Bosses: those are the win conditions.
- Avoid quests that stack on heroes; fights are spread out and often given rather than taken.
Erros típicos
- Getting the Curse and then fighting in the forest instead of splitting into the side lanes.
- Contesting a Tribute deep on the enemy side with five and giving up two lanes of experience plus a camp.
- Collecting the third Tribute right after a wipe instead of taking a Boss first.
- Starting the channel with enemies alive nearby: any damage breaks the 6 seconds.
- Fighting into a Bruiser wave while the Wizard's spell armor field is still up.
Dicas
- 1Use the fountain before 1:00; its 2-minute cooldown has it back for the 3:00 Tribute.
- 2The first Tribute is always in the middle column, top or bottom.
- 3Tribute rules: never the same spot twice, never three in a row in the same row, never the same column within a set of three.
- 4Each collected Tribute drops a regeneration globe for the channeler's team.
- 5Cursed minions have 1 health, so your waves evaporate: expect to defend without minion support and clear enemy waves with abilities from behind the gate.
- 6Watchtowers next to the Siege Camps see every path in while the adjacent Fort stands; they neutralize 45 seconds after you leave.
- 7Camps never disable here: a Curse or a Tribute is the best moment to take an uncontested camp on the other side.
- 8Bosses respawn 5:00 after capture; the double Boss needs both up, so track the timers.












