Self Damage

Self Damage is damage dealt by a character to themself as an effect or cost of an action, typically an Attack. Self Damage serves to provide a risk, limitation, or drawback to an action, and as such it is frequently associated with powerful abilities. Self Damage is typically only applied to damage that stems exclusively from an action, not from environmental hazards such as Fall Damage or activation of traps (even when self-inflicted by player action).

Self Damage is often seen with Area of Effect Attacks, which may damage the user in the same way they damage enemies. In these cases it sometimes overlaps with Friendly Fire. Self Damage may be dependent on an Attack landing, but it may occur irrespective of whether the action hit any given target. One subtype of Self Damage is Death As a Cost, wherein an action causes the instant death of a user.

Examples

Pokemon Red, Blue, and Yellow (1998) – Features moves like Double Edge that have Recoil damage. Recoil damage is only taken if the attack lands, and is proportional to the damage dealt to the target (in Double Edge’s case, recoil cost is equal to 1/4th of damage dealt). Also features Self-Destruct, a highly powerful Attack with Death As a Cost.

Persona 5 (2016) – Features Physical Skills that cost health, as opposed to magical skills costing Mana.

Super Smash Bros. Melee (2001) – Playable character Pichu suffers Self Damage from many of their attacks. This damage is suffered regardless of whether the attacks land.

Team Fortress 2 (2007) – Playable character Soldier uses a rocket launcher that deals Area of Effect damage that can also damage himself, although he takes reduced damage from his own rockets. Rockets also deal Knockback to the user, which can be used to perform Rocket Jumping, an Advanced Movement Technique and a form of Knockback as a Movement Option.

See Also

Death As a Cost – Subtype where damage is lethal

Resource-Dependent Attack – Overlaps when performing the action is dependent on having enough health to survive the damage

Self-Inflicted Negative Status Effect – Similar, but cost takes the form of a Status Effect instead of damage