Home/Synergies/Self-Damage

Self-Damage Synergies

Cards that lose HP, and cards that scale or trigger from HP loss

14Total Cards
10Enablers
5Payoffs

By Character

Ironclad

13

10 enablers · 4 payoffs

Necrobinder

1

0 enablers · 1 payoffs

Top Self-Damage Combos

The strongest card pairs that use this synergy mechanic.

?How Self-Damage works: Cards that lose HP, and cards that scale or trigger from HP loss

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

Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Brand enables Self-Damage → Tear Asunder capitalizes on it

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

Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Crimson Mantle enables Self-Damage → Tear Asunder capitalizes on it

Heal 10 HP.

Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Not Yet enables Self-Damage → Tear Asunder capitalizes on it

Lose 6 HP. Gain 2. Draw 3 cards.

Deal 5 damage. Hits an additional time for each time you lost HP this combat.

Offering enables Self-Damage → Tear Asunder capitalizes on it

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

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Brand enables Self-Damage → Inferno capitalizes on it

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

Whenever you lose HP on your turn, gain 1 Strength.

Brand enables Self-Damage → Rupture capitalizes on it

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

Deal 5 damage. If you lost HP this turn, hits 2 times.

Brand enables Self-Damage → Spite capitalizes on it

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

At the start of your turn, lose 1 HP. Whenever you lose HP on your turn, deal 6 damage to ALL enemies.

Crimson Mantle enables Self-Damage → Inferno capitalizes on it

Enablers need Payoffs to shine

Enablers set up the Self-Damage mechanic, while Payoffs cash in on it. Multiple enablers don't synergize with each other — you need at least one payoff card to make them worth it. The best decks balance both.

Payoffs

These cards reward you for building around Self-Damage. The more enablers you have, the stronger these become.?Why these cards pay off: Cards that lose HP, and cards that scale or trigger from HP loss. Cards below interact with this mechanic even if they don't mention "Self-Damage" by name.

Try the Draft Assistant

Build a deck and get real-time synergy recommendations — no other tool does this.

Start Drafting