Home/Synergies/Self-Damage

Self-Damage Synergies

Cards that cost HP to play, pairing with lifesteal or HP-based effects

19Total Cards
11Producers
17Consumers

By Character

Ironclad

10

9 produce · 10 benefit

Silent

1

0 produce · 1 benefit

Defect

1

0 produce · 1 benefit

Necrobinder

5

1 produce · 4 benefit

Top Self-Damage Combos

The strongest card pairs that use this synergy mechanic.

?How Self-Damage works: Cards that cost HP to play, pairing with lifesteal or HP-based effects

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

At the start of your turn, lose 1 HP and gain 8 Block.

Brand enables Self-Damage → Crimson Mantle capitalizes on it

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Lose 6 HP. Gain 2. Draw 3 cards.

Brand enables Self-Damage → Offering capitalizes on it

At the start of your turn, lose 1 HP and gain 8 Block.

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Crimson Mantle enables Self-Damage → Brand capitalizes on it

At the start of your turn, lose 1 HP and gain 8 Block.

Lose 6 HP. Gain 2. Draw 3 cards.

Crimson Mantle enables Self-Damage → Offering capitalizes on it

Lose 6 HP. Gain 2. Draw 3 cards.

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Offering enables Self-Damage → Brand capitalizes on it

Lose 6 HP. Gain 2. Draw 3 cards.

At the start of your turn, lose 1 HP and gain 8 Block.

Offering enables Self-Damage → Crimson Mantle capitalizes on it

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Lose 1 HP. Give another player Block equal to your Block.

Brand enables Self-Damage → Demonic Shield capitalizes on it

Lose 1 HP. Exhaust 1 card. Gain 1 Strength.

Lose 2 HP. Deal 14 damage.

Brand enables Self-Damage → Hemokinesis capitalizes on it