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Alphabetical order part 2



* ''VideoGame/AgeOfMythology'' does this with the main characters. After Combat in that case means that a friendly unit is nearby and no enemies.

* ''Franchise/BreathOfFire'' series, albeit in ''[[VideoGame/BreathOfFireIII III]]'' and ''[[VideoGame/BreathOfFireIV IV]]'' the character also receives a 10% cumulative penalty against their maximum HP, up to 50%, meaning they can quickly be rendered unable to take a hit (curable only by the TraumaInn, not the free campsite available anywhere).



* The ''Franchise/ShadowHearts'' series
* ''VideoGame/KnightsOfTheOldRepublic'' revives party members at 5% health after battles. In [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]], Atton has the ability to revive himself ''during'' battle, and HK-47, your very own RoboticPsychopath, notes how the PC and his allies can recover from any wounds after battle.

to:


* The ''Franchise/ShadowHearts'' series
* ''VideoGame/KnightsOfTheOldRepublic'' revives
In ''{{VideoGame/Deltarune}}'', ending a battle will set the health of downed party members at 5% health to 1 hp.
* The children arc in ''VideoGame/DragonQuestV'', with characters getting knocked out rather than killed.
* ''VideoGame/{{Dubloon}}'' restores any character who died during the battle to 1 hit-point once the battle is over.

* ''VideoGame/EndlessFrontier'' revives [=KOed=] party members with 1HP
after battles. In [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]], Atton has the ability to revive himself ''during'' battle, and HK-47, your very own RoboticPsychopath, notes how the PC and his allies can recover battle. Given that standard {{Mooks}} start doing 500 or so damage a round by level 5, this is a token gesture at best.
* The ''VideoGame/EpicBattleFantasy'' series,
from any wounds the [[VideoGame/EpicBattleFantasy3 third game]] onward, a.k.a 3, ''[[VideoGame/EpicBattleFantasy4 4]]'', and ''[[VideoGame/EpicBattleFantasy5 5]]''. Although you also have passive GradualRegeneration-type RegeneratingHealth with full control over when you engage the next battle (with the exception of the handful of invisible plot battles), meaning if you're willing to walk around for a bit then this reduces to the previous case.
* ''Videogame/ExitFate'': KO'd party members are restored
after battle.the fight. Additionally, if you have any healing spells remaining and characters with MP to use them, they'll be spent to patch up anyone who's hurt, although not necessarily to full health.



* The ''VideoGame/MarioAndLuigi'' games use the HPTo1 version.




* ''VideoGame/GoingUnder'': Defeating a boss with a CounterAttack effect, where the damage taken to defeat the boss with that attack, also means Jacqueline's defeat... Revives Jacqueline with a large amount of health, to play the cutscene.

* ''VideoGame/KnightsOfTheOldRepublic'' revives party members at 5% health after battles. In [[VideoGame/KnightsOfTheOldRepublicIITheSithLords the sequel]], Atton has the ability to revive himself ''during'' battle, and HK-47, your very own RoboticPsychopath, notes how the PC and his allies can recover from any wounds after battle.



* ''VideoGame/LufiaTheLegendReturns''.

* The ''VideoGame/{{MARDEK}}'' series.
* The ''VideoGame/MarioAndLuigi'' games use the HPTo1 version.



* ''VideoGame/RogueGalaxy''. If the teammate is nearby, the player will even see the normal revival animation.

to:

* ''VideoGame/RogueGalaxy''. If ''VideoGame/MSSagaANewDawn'' revives fallen characters after each battle with just 1 HP.

* In ''VideoGame/NeverwinterNights2'' KO'ed party members will revive after
the teammate fight with 1 HP. Averted in the ''Storm of Zehir'' expansion: not only will they not revive, KO'ed party members will actually bleed out and die if left untreated, at which point a spell is nearby, required.
** The original game's "Shadows of Undrentide" expansion also required
the player will even see to manually heal teammates at very low life levels (an adaptation of the normal revival animation.TabletopGame/DungeonsAndDragons rule of the time, where they weren't "dead" until -10 HP). In the original campaign or "Hordes of the Underdark" they just straight-up died, although DeathIsCheap.



* ''Franchise/BreathOfFire'' series, albeit in ''[[VideoGame/BreathOfFireIII III]]'' and ''[[VideoGame/BreathOfFireIV IV]]'' the character also receives a 10% cumulative penalty against their maximum HP, up to 50%, meaning they can quickly be rendered unable to take a hit (curable only by the TraumaInn, not the free campsite available anywhere).
* ''VideoGame/{{Dubloon}}'' restores any character who died during the battle to 1 hit-point once the battle is over.
* ''VideoGame/SkiesOfArcadia''
* The ''VideoGame/{{MARDEK}}'' series.
* The ''VideoGame/EpicBattleFantasy'' series, from the [[VideoGame/EpicBattleFantasy3 third game]] onward, a.k.a 3, ''[[VideoGame/EpicBattleFantasy4 4]]'', and ''[[VideoGame/EpicBattleFantasy5 5]]''. Although you also have passive GradualRegeneration-type RegeneratingHealth with full control over when you engage the next battle (with the exception of the handful of invisible plot battles), meaning if you're willing to walk around for a bit then this reduces to the previous case.
* The children arc in ''VideoGame/DragonQuestV'', with characters getting knocked out rather than killed.
* ''VideoGame/LufiaTheLegendReturns''.

to:

* ''Franchise/BreathOfFire'' series, albeit in ''[[VideoGame/BreathOfFireIII III]]'' and ''[[VideoGame/BreathOfFireIV IV]]'' the character also receives a 10% cumulative penalty against their maximum HP, up to 50%, meaning they can quickly be rendered unable to take a hit (curable only by the TraumaInn, not the free campsite available anywhere).
* ''VideoGame/{{Dubloon}}'' restores any character who died during the battle to 1 hit-point once the battle is over.
* ''VideoGame/SkiesOfArcadia''
* The ''VideoGame/{{MARDEK}}'' series.
* The ''VideoGame/EpicBattleFantasy'' series, from the [[VideoGame/EpicBattleFantasy3 third game]] onward, a.k.a 3, ''[[VideoGame/EpicBattleFantasy4 4]]'', and ''[[VideoGame/EpicBattleFantasy5 5]]''. Although you also have passive GradualRegeneration-type RegeneratingHealth with full control over when you engage the next battle (with the exception of the handful of invisible plot battles), meaning if you're willing to walk around for a bit then
''VideoGame/PhantasyStarIV'' does this reduces to for the previous case.
* The children arc in ''VideoGame/DragonQuestV'', with characters getting knocked out rather than killed.
* ''VideoGame/LufiaTheLegendReturns''.
android party members only.



* ''VideoGame/AgeOfMythology'' does this with the main characters. After Combat in that case means that a friendly unit is nearby and no enemies.
* ''VideoGame/EndlessFrontier'' revives [=KOed=] party members with 1HP after battle. Given that standard {{Mooks}} start doing 500 or so damage a round by level 5, this is a token gesture at best.
* ''VideoGame/MSSagaANewDawn'' revives fallen characters after each battle with just 1 HP.

to:


* ''VideoGame/AgeOfMythology'' does this with ''VideoGame/RogueGalaxy''. If the main characters. After Combat in that case means that a friendly unit teammate is nearby nearby, the player will even see the normal revival animation.

* The ''Franchise/ShadowHearts'' series
* In ''VideoGame/ShinMegamiTenseiIV'', demons are returned to stock when killed
and no enemies.
* ''VideoGame/EndlessFrontier'' revives [=KOed=] party members with 1HP after battle. Given that standard {{Mooks}} start doing 500 or so damage a round by level 5, this is a token gesture at best.
* ''VideoGame/MSSagaANewDawn'' revives fallen characters after each
have to be revived manually. However, if you die and then your demons win the battle for you, you'll be revived at 1 HP. Certainly more forgiving than the series tradition of shitting a GameOver on your face [[WeCannotGoOnWithoutYou if you die even with just 1 HP.demons still intact in your active party]].
* ''VideoGame/SkiesOfArcadia''



* In ''VideoGame/NeverwinterNights2'' KO'ed party members will revive after the fight with 1 HP. Averted in the ''Storm of Zehir'' expansion: not only will they not revive, KO'ed party members will actually bleed out and die if left untreated, at which point a spell is required.
** The original game's "Shadows of Undrentide" expansion also required the player to manually heal teammates at very low life levels (an adaptation of the TabletopGame/DungeonsAndDragons rule of the time, where they weren't "dead" until -10 HP). In the original campaign or "Hordes of the Underdark" they just straight-up died, although DeathIsCheap.
* In ''VideoGame/ShinMegamiTenseiIV'', demons are returned to stock when killed and have to be revived manually. However, if you die and then your demons win the battle for you, you'll be revived at 1 HP. Certainly more forgiving than the series tradition of shitting a GameOver on your face [[WeCannotGoOnWithoutYou if you die even with demons still intact in your active party]].
* ''VideoGame/PhantasyStarIV'' does this for the android party members only.
* ''Videogame/ExitFate'': KO'd party members are restored after the fight. Additionally, if you have any healing spells remaining and characters with MP to use them, they'll be spent to patch up anyone who's hurt, although not necessarily to full health.

to:

* In ''VideoGame/NeverwinterNights2'' KO'ed party members will revive after the fight with 1 HP. Averted in the ''Storm of Zehir'' expansion: not only will they not revive, KO'ed party members will actually bleed out and die if left untreated, at which point a spell is required.
** The original game's "Shadows of Undrentide" expansion also required the player to manually heal teammates at very low life levels (an adaptation of the TabletopGame/DungeonsAndDragons rule of the time, where they weren't "dead" until -10 HP). In the original campaign or "Hordes of the Underdark" they just straight-up died, although DeathIsCheap.
* In ''VideoGame/ShinMegamiTenseiIV'', demons are returned to stock when killed and have to be revived manually. However, if you die and then your demons win the battle for you, you'll be revived at 1 HP. Certainly more forgiving than the series tradition of shitting a GameOver on your face [[WeCannotGoOnWithoutYou if you die even with demons still intact in your active party]].
* ''VideoGame/PhantasyStarIV'' does this for the android party members only.
* ''Videogame/ExitFate'': KO'd party members are restored after the fight. Additionally, if you have any healing spells remaining and characters with MP to use them, they'll be spent to patch up anyone who's hurt, although not necessarily to full health.



* ''VideoGame/GoingUnder'': Defeating a boss with a CounterAttack effect, where the damage taken to defeat the boss with that attack, also means Jacqueline's defeat... Revives Jacqueline with a large amount of health, to play the cutscene.
* In ''{{VideoGame/Deltarune}}'', ending a battle will set the health of downed party members to 1 hp.

Added: 5389

Changed: 10450

Removed: 3031

Is there an issue? Send a MessageReason:
Alphabetical order part 1


* ''[[VideoGame/ExtrapowerAttackOfDarkforce EXTRAPOWER Attack of Darkforce]]'' is nice enough to fully restore the team at the end of combat. All HP and MP lost and any defeated characters are restored before the next fight, even in ones that take place sequentially in the story.
* ''VideoGame/MegaManBattleNetwork1'', which notably had a chapter ([=ElecMan's=]) where this ''not'' happening was a big deal. Later ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' and ''[[VideoGame/MegaManStarForce Star Force]]'' games changed it so you only fully recover health if you jack out. Otherwise, you had to rely on healing items or recovery chips in battle.
* ''VideoGame/LiveALive''.
* ''VideoGame/TheSpiritEngine2''.
* ''VideoGame/TheWayRPGMaker''.
* The ''VideoGame/FinalFantasyTactics'' series, including ''VideoGame/FinalFantasyTacticsAdvance'', and ''VideoGame/FinalFantasyTacticsA2''. Justified, as there's usually several days in-world between fights, more than enough time to patch everyone up.
* ''VideoGame/FinalFantasyXIII'' automatically heals you after each battle and also lets you retry the battle if you die instead of issuing a GameOver. It makes most of the random encounters much tougher and requires a lot more thought and strategy than you might be used to from earlier entries in the series to compensate for this.
** Much tougher is right, the enemies on [[spoiler: Pulse]] are bloody brutal...
** The sequel to XIII, ''VideoGame/FinalFantasyXIII2'' does this as well.
** The third game in the trilogy, ''VideoGame/LightningReturnsFinalFantasyXIII'', surprisingly averts this in favor of leaving your HP from battle exactly the same when returning to the overfield, like in previous ''Franchise/FinalFantasy'' titles, although if you play the game on Easy difficulty, your HP quickly regenerates between battles.

to:

* ''[[VideoGame/ExtrapowerAttackOfDarkforce EXTRAPOWER Attack Zigzagged in ''[[VideoGame/PuyoPuyo Arle no Bouken]]''; anything that survives a fight has its HP refilled, while anything that was knocked out stays down.
* ''VideoGame/AssassinsCreedIII'' has RegeneratingHealth both in and out
of Darkforce]]'' is nice enough to fully combat, but it regenerates at a much faster rate when you are not fighting. In most cases, exiting Open Conflict will restore the team at the end of combat. All HP and MP lost and any defeated your health to full almost instantly.

* In ''VideoGame/BatenKaitosOrigins'', all your
characters are fully restored before at the next fight, even in ones that take place sequentially in end of each battle. Given the story.
increased difficulty of ''Origins'', you'd need it.
* ''VideoGame/MegaManBattleNetwork1'', which notably had a chapter ([=ElecMan's=]) where this ''not'' happening was a big deal. Later ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' ''VideoGame/BatmanArkhamAsylum'' and ''[[VideoGame/MegaManStarForce Star Force]]'' games changed it so you only fully recover ''VideoGame/BatmanArkhamCity'' have Batman recovering his health if you jack out. Otherwise, you had after every mook encounter. The amount of health healed depends on how much exp gained from the encounter, so it's not uncommon to rely on healing items have Bats wander from encounter to encounter just to get yourself back up to full.
* ''VideoGame/BornUnderTheRain'': Fleeing
or recovery chips in finishing a battle undoes all damage by that battle.
* ''VideoGame/LiveALive''.
A staple of several of Zeboyd Games' [=RPGs=]. ''VideoGame/BreathOfDeathVII'' and ''VideoGame/CthulhuSavesTheWorld'' restore all of your characters' HP after battles, but only a portion of their MP (with more being restored the faster you complete a battle).

* ''VideoGame/TheSpiritEngine2''.
* ''VideoGame/TheWayRPGMaker''.
* The ''VideoGame/FinalFantasyTactics''
In the ''VideoGame/ChaosRings'' series, including ''VideoGame/FinalFantasyTacticsAdvance'', you recover your HP, but not MP, after battle, so you're still forced to go back to town if you ran out of MP or use an MP recovery item.
* ''VideoGame/ChronoCross'', if the player has any healing elements left over after battle, the game will offer to use them for instant healing.
* Winning a battle in ''VideoGame/CosmicStarHeroine'' will restore your party's hit-points, wipe off all their status effects, recharge every ability
and ''VideoGame/FinalFantasyTacticsA2''. Justified, as program they have used and make every item in the inventory once again usable, thus there's usually several days in-world between fights, more no advantage to skipping PreExistingEncounters other than enough gaining time, but time to patch everyone up.
* ''VideoGame/FinalFantasyXIII'' automatically heals you after each battle and also lets you retry the battle if you die instead of issuing a GameOver. It makes most of the random encounters much tougher and requires a lot more thought and strategy than you might be used to from earlier entries
is not an issue in the series to compensate for this.
** Much tougher is right, the enemies on [[spoiler: Pulse]] are bloody brutal...
** The sequel to XIII, ''VideoGame/FinalFantasyXIII2'' does
this as well.
** The third game in the trilogy, ''VideoGame/LightningReturnsFinalFantasyXIII'', surprisingly averts this in favor of leaving your HP from battle exactly the same when returning to the overfield, like in previous ''Franchise/FinalFantasy'' titles, although if you play the game on Easy difficulty, your HP quickly regenerates between battles.
game.




* ''VideoGame/{{Disciples}}'' [[GameplayAndStorySegregation blocks]] this with the Empire units. As Empire you can have healers within your squad, who are able to heal your units every turn, without using any mana-type resource. The catch - this healing is '''only''' available in-combat. Outside of battle, only potions, paid healing in towns and world map spells (which use resources) will work.
* ''TabletopGame/TheDresdenFiles'' tabletop RPG normally removes all stress (the game's equivalent to HitPoints) at the end of every 'battle' situation, be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low-stress values to begin with and that the only way to 'heal' in-combat is by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't ''always'' the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.
** In a similar vein, ''TabletopGame/SeventhSea'' automatically heals all [[OnlyAFleshWound "flesh wounds"]] after each combat; only [[GameBreakingInjury "dramatic wounds"]] suffered by especially damaging attacks or piles of flesh wounds will persist.



*** The third game in the series, ''VideoGame/DragonAgeInquisition'', averts this, however, requiring more strategy and trips back to a camp to heal.
* ''VideoGame/TheWorldEndsWithYou'', although in the case of chained battles, HP recovery occurs after completing the entire chain, instead of between individual battles.
* ''VideoGame/LegendOfMana''.
* In ''VideoGame/ResonanceOfFate'', you'll recover all scratch (but not always direct) damage and Hero Gauge bezels after combat ''if you win.'' If you ran away, however, scratch damage and the Hero Gauge level carries over to the next fight unless you rest first.
* A variation occurs in ''VideoGame/WildARMs2'', where you have a "vitality" gauge in addition to your HP gauge. After battle, your vitality gauge would be reduced to restore your HP gauge, healing you to full if (and only if) you have enough vitality. Crystals could be picked up in dungeons to restore vitality and the vitality gauge would be restored to 100% after a level up. In general, you'd have more than enough vitality to not need healing items between battles.
** ''VideoGame/WildARMs5'', on the other hand, plays it straight.

to:

*** ** The third game in the series, ''VideoGame/DragonAgeInquisition'', averts this, however, requiring more strategy and trips back to a camp to heal.
heal.

* ''VideoGame/TheWorldEndsWithYou'', although in the case of chained battles, ''VideoGame/EdgeOfEternity:'' HP recovery occurs and MP are fully recovered after completing the entire chain, instead of between individual battles.
* ''VideoGame/LegendOfMana''.
* In ''VideoGame/ResonanceOfFate'', you'll recover all scratch (but not always direct) damage and Hero Gauge bezels after combat ''if you win.'' If you ran away, however, scratch damage and the Hero Gauge level carries over to the next fight unless you rest first.
* A variation occurs in ''VideoGame/WildARMs2'', where you have a "vitality" gauge in addition to your HP gauge. After
battle, your vitality gauge would be reduced to restore your HP gauge, healing you to full if (and only if) you have enough vitality. Crystals could be picked up in dungeons to restore vitality and at the vitality gauge would be restored to 100% after a level up. In general, you'd have more than enough vitality to not need healing items between battles.
** ''VideoGame/WildARMs5'', on the other hand, plays it straight.
cost of some Team Energy.



* ''VideoGame/ChronoCross'', if the player has any healing elements left over after battle, the game will offer to use them for instant healing.
* ''VideoGame/TheLastRemnant'' does this too; all unions will be restored to full health after a successful fight. Just as well, as there's no retreat option.
* ''VideoGame/{{Disciples}}'' [[GameplayAndStorySegregation blocks]] this with the Empire units. As Empire you can have healers within your squad, who are able to heal your units every turn, without using any mana-type resource. The catch - this healing is '''only''' available in-combat. Outside of battle, only potions, paid healing in towns and world map spells (which use resources) will work.
* The ''VideoGame/{{SaGa|RPG}}'' series from ''VideoGame/RomancingSaGa2'' onward uses this setup along with free post-battle resurrections, but only with health points: LP is lost every time a character is KO'd and attacked while they're down, or hit with attacks that directly target LP, and once it hits zero that character is gone for good.
* Happens in the ''VideoGame/SuperRobotWars'' series. Unfortunately, the game automatically takes money from you to repair wrecked units, and money spent reviving teammates is money not spent making your teammates better through upgrades.

to:

* ''VideoGame/ChronoCross'', if the player has any healing elements left over after battle, the game will offer In ''VideoGame/EvilGenius'', while most of your units need to use them for instant healing.
* ''VideoGame/TheLastRemnant'' does
specialized equipment to recover their stats, your [[TheDragon Henchmen]] benefit from a downplayed version of this too; trope, in the form of an alternate IdleAnimation that recovers all unions will be their stats at something like 40 points a second.
* ''[[VideoGame/ExtrapowerAttackOfDarkforce EXTRAPOWER Attack of Darkforce]]'' is nice enough to fully restore the team at the end of combat. All HP and MP lost and any defeated characters are
restored to full before the next fight, even in ones that take place sequentially in the story.

* In ''VideoGame/Fallout3'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/Fallout4'', your companion(s)
health after a successful is restored at the end of the fight. Just as well, In the normal mode of all three games, ones that lose all their health in combat suffer a NonLethalKO at 0HP and only revive once the combat ends. ''New Vegas'' Hardcore mode lets them die permanently if their HP runs out, but they'll still recover full HP after every fight ends. Survival mode in ''4'' has the less extreme requirement that KO'd companions be revived with a Stimpak, else they'll go back to the settlement you've stayed at most recently.
* The ''VideoGame/FinalFantasyTactics'' series, including ''VideoGame/FinalFantasyTacticsAdvance'', and ''VideoGame/FinalFantasyTacticsA2''. Justified,
as there's no retreat option.
* ''VideoGame/{{Disciples}}'' [[GameplayAndStorySegregation blocks]] this with the Empire units. As Empire you can have healers within your squad, who are able to heal your units every turn, without using any mana-type resource. The catch - this healing is '''only''' available in-combat. Outside of battle, only potions, paid healing in towns and world map spells (which use resources) will work.
* The ''VideoGame/{{SaGa|RPG}}'' series from ''VideoGame/RomancingSaGa2'' onward uses this setup along with free post-battle resurrections, but only with health points: LP is lost every
usually several days in-world between fights, more than enough time a character is KO'd and attacked while they're down, or hit with attacks that directly target LP, and once it hits zero that character is gone for good.
to patch everyone up.
* Happens in the ''VideoGame/SuperRobotWars'' series. Unfortunately, the game ''VideoGame/FinalFantasyXIII'' automatically takes money heals you after each battle and also lets you retry the battle if you die instead of issuing a GameOver. It makes most of the random encounters much tougher and requires a lot more thought and strategy than you might be used to from you earlier entries in the series to repair wrecked units, and money spent reviving teammates compensate for this.
** Much tougher
is money not spent making right, the enemies on [[spoiler: Pulse]] are bloody brutal...
** The sequel to XIII, ''VideoGame/FinalFantasyXIII2'' does this as well.
** The third game in the trilogy, ''VideoGame/LightningReturnsFinalFantasyXIII'', surprisingly averts this in favor of leaving
your teammates better through upgrades.HP from battle exactly the same when returning to the overfield, like in previous ''Franchise/FinalFantasy'' titles, although if you play the game on Easy difficulty, your HP quickly regenerates between battles.



* ''VideoGame/RedSteel'', at least the second game.
* Usually averted in ''Franchise/{{Pokemon}}'' games, though an NPC might automatically heal your creatures before you face a major plot-relevant fight, with this being more frequent in later entries.
** ''[[VideoGame/PokemonDiamondAndPearl Diamond and Pearl]]'' features short periods where you are [[EscortMission teamed up with another trainer exploring an area]]. After every single battle, your partner will heal your team completely, making the trip through the area unbelievably easy because it's nearly impossible for all of your Pokemon to get knocked out.
* ''VideoGame/MassEffect2'' restores all ammunition after each mission, along with life if it isn't already at full. Likewise, ''VideoGame/MassEffect3'' restores all ammo ''and'' [[HealingPotion medigel]] after each deployment. Furthermore, all three games in the series automatically revive downed characters after every enemy in an area has been killed.
* In ''VideoGame/BatenKaitosOrigins'', all your characters are fully restored at the end of each battle. Given the increased difficulty of ''Origins'', you'd need it.
* A staple of several of Zeboyd Games' [=RPGs=]. ''VideoGame/BreathOfDeathVII'' and ''VideoGame/CthulhuSavesTheWorld'' restore all of your characters' HP after battles, but only a portion of their MP (with more being restored the faster you complete a battle).

to:


* ''VideoGame/RedSteel'', at least the second game.
* Usually averted in ''Franchise/{{Pokemon}}'' games, though an NPC might automatically heal your creatures before you face a major plot-relevant fight, with this being more frequent in later entries.
** ''[[VideoGame/PokemonDiamondAndPearl Diamond and Pearl]]'' features short periods where you are [[EscortMission teamed up with another trainer exploring an area]]. After every single battle, your partner will heal your team completely, making the trip through the area unbelievably easy because it's nearly impossible
''VideoGame/{{Hades}}'': The 'Hellish Vigor' upgrade heals Zagreus for all of your Pokemon to get knocked out.
* ''VideoGame/MassEffect2'' restores all ammunition
1, 2 or 3 HP whenever he leaves a room, which can only be done after each mission, along with life if it isn't already at full. Likewise, ''VideoGame/MassEffect3'' restores all ammo ''and'' [[HealingPotion medigel]] after each deployment. Furthermore, all clearing said room by defeating the encounter within. The 'Hydralite' item is an upgraded version that heals 10% of Zagreus' max health for three games in the series automatically revive downed characters after every enemy in an area has been killed.
* In ''VideoGame/BatenKaitosOrigins'', all your characters are fully restored at the end of each battle. Given the increased difficulty of ''Origins'', you'd need it.
* A staple of several of Zeboyd Games' [=RPGs=]. ''VideoGame/BreathOfDeathVII'' and ''VideoGame/CthulhuSavesTheWorld'' restore all of your characters' HP after battles, but only a portion of their MP (with more being restored the faster you complete a battle).
rooms (by default).



* ''TabletopGame/TheDresdenFiles'' tabletop RPG normally removes all stress (the game's equivalent to HitPoints) at the end of every 'battle' situation, be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low-stress values to begin with and that the only way to 'heal' in-combat is by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't ''always'' the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.
** In a similar vein, ''TabletopGame/SeventhSea'' automatically heals all [[OnlyAFleshWound "flesh wounds"]] after each combat; only [[GameBreakingInjury "dramatic wounds"]] suffered by especially damaging attacks or piles of flesh wounds will persist.
* In the ''VideoGame/ChaosRings'' series, you recover your HP, but not MP, after battle, so you're still forced to go back to town if you ran out of MP or use an MP recovery item.
* In ''VideoGame/Fallout3'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/Fallout4'', your companion(s) health is restored at the end of the fight. In the normal mode of all three games, ones that lose all their health in combat suffer a NonLethalKO at 0HP and only revive once the combat ends. ''New Vegas'' Hardcore mode lets them die permanently if their HP runs out, but they'll still recover full HP after every fight ends. Survival mode in ''4'' has the less extreme requirement that KO'd companions be revived with a Stimpak, else they'll go back to the settlement you've stayed at most recently.
* ''VideoGame/RivieraThePromisedLand'', though getting [=KOed=] in battle results in a temporary penalty to max HP.
* ''VideoGame/BatmanArkhamAsylum'' and ''VideoGame/BatmanArkhamCity'' have Batman recovering his health after every mook encounter. The amount of health healed depends on how much exp gained from the encounter, so it's not uncommon to have Bats wander from encounter to encounter just to get yourself back up to full.
* ''Videogame/WineAndRoses'' does this, as an element of its {{Metroidvania}}-type non-linearity.
* ''VideoGame/AssassinsCreedIII'' has RegeneratingHealth both in and out of combat, but it regenerates at a much faster rate when you are not fighting. In most cases, exiting Open Conflict will restore your health to full almost instantly.

to:


* ''TabletopGame/TheDresdenFiles'' tabletop RPG normally removes all stress (the game's equivalent ''VideoGame/IntoTheBreach'': After each battle, your mechs are healed back to HitPoints) full health. However, if a mech ended the battle downed, then its pilot will be killed, and damage done to the power grid persists through the entire game.

* ''Franchise/{{Kirby}}''
** ''VideoGame/KirbyFightersDeluxe'' and, by extension, ''Kirby Fighters 2'', do this with the Single Player mode in the former and Single-Handed Mode in the latter. In both modes, your character's HP will be refilled
at the end of every 'battle' situation, each round.
** If playing multiple battles in a row in ''VideoGame/KirbyBattleRoyale'', all combatants' HP will
be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low-stress values to begin with and that the only way to 'heal' in-combat is refilled by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't ''always'' the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.
** In a similar vein, ''TabletopGame/SeventhSea'' automatically heals all [[OnlyAFleshWound "flesh wounds"]] after
the next battle starts. Each combatants' HP is also refilled before each combat; only [[GameBreakingInjury "dramatic wounds"]] suffered by especially damaging attacks or piles of flesh wounds Crazy Theatre round starts.

* ''VideoGame/TheLastRemnant'' does this too; all unions
will persist.
* In the ''VideoGame/ChaosRings'' series, you recover your HP, but not MP, after battle, so you're still forced to go back to town if you ran out of MP or use an MP recovery item.
* In ''VideoGame/Fallout3'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/Fallout4'', your companion(s) health is
be restored at the end of the fight. In the normal mode of all three games, ones that lose all their health in combat suffer a NonLethalKO at 0HP and only revive once the combat ends. ''New Vegas'' Hardcore mode lets them die permanently if their HP runs out, but they'll still recover to full HP after every fight ends. Survival mode in ''4'' has the less extreme requirement that KO'd companions be revived with a Stimpak, else they'll go back to the settlement you've stayed at most recently.
* ''VideoGame/RivieraThePromisedLand'', though getting [=KOed=] in battle results in a temporary penalty to max HP.
* ''VideoGame/BatmanArkhamAsylum'' and ''VideoGame/BatmanArkhamCity'' have Batman recovering his
health after every mook encounter. The amount of health healed depends on how much exp gained from the encounter, so it's not uncommon to have Bats wander from encounter to encounter just to get yourself back up to full.
* ''Videogame/WineAndRoses'' does this,
a successful fight. Just as an element of its {{Metroidvania}}-type non-linearity.
well, as there's no retreat option.
* ''VideoGame/AssassinsCreedIII'' has RegeneratingHealth both in and out of combat, but it regenerates at a much faster rate when you are not fighting. In most cases, exiting Open Conflict will restore your health to full almost instantly.''VideoGame/LegendOfMana''.
* ''VideoGame/LiveALive''.



* ''VideoGame/StarWarsTheOldRepublic'' straddles the line between this and RestingRecovery; yes, you have to order your character to rest, but the time it takes is so short (10 seconds if you were on the very brink of death) and the odds of an NPC attacking you in that time so low that for all practical purposes, players can enter each encounter at full health.
* In ''VideoGame/EvilGenius'', while most of your units need to use specialized equipment to recover their stats, your [[TheDragon Henchmen]] benefit from a downplayed version of this trope, in the form of an alternate IdleAnimation that recovers all their stats at something like 40 points a second.

to:

* ''VideoGame/StarWarsTheOldRepublic'' straddles the line between this and RestingRecovery; yes, you have to order your character to rest, but the time it takes is so short (10 seconds if you were on the very brink of death) and the odds of an NPC attacking you in that time so low that for all practical purposes, players can enter each encounter at full health.
* In ''VideoGame/EvilGenius'', while most of your units need to use specialized equipment to recover their stats, your [[TheDragon Henchmen]] benefit from a downplayed version of this trope, in the form of an alternate IdleAnimation that recovers all their stats at something like 40 points a second.



* ''VideoGame/MassEffect2'' restores all ammunition after each mission, along with life if it isn't already at full. Likewise, ''VideoGame/MassEffect3'' restores all ammo ''and'' [[HealingPotion medigel]] after each deployment. Furthermore, all three games in the series automatically revive downed characters after every enemy in an area has been killed.
* ''VideoGame/MegaManBattleNetwork1'', which notably had a chapter ([=ElecMan's=]) where this ''not'' happening was a big deal. Later ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' and ''[[VideoGame/MegaManStarForce Star Force]]'' games changed it so you only fully recover health if you jack out. Otherwise, you had to rely on healing items or recovery chips in battle.
* ''VideoGame/MonsterSanctuary''



* In ''VideoGame/{{Rodina}}'', you and your ship will start regenerating hit-points back to full once there are no hostiles in the area or fire aboard your ship.
* Winning a battle in ''VideoGame/CosmicStarHeroine'' will restore your party's hit-points, wipe off all their status effects, recharge every ability and program they have used and make every item in the inventory once again usable, thus there's no advantage to skipping PreExistingEncounters other than gaining time, but time is not an issue in this game.



* ''VideoGame/MonsterSanctuary''
* ''VideoGame/{{Hades}}'': The 'Hellish Vigor' upgrade heals Zagreus for 1, 2 or 3 HP whenever he leaves a room, which can only be done after clearing said room by defeating the encounter within. The 'Hydralite' item is an upgraded version that heals 10% of Zagreus' max health for three rooms (by default).

to:


* ''VideoGame/MonsterSanctuary''
* ''VideoGame/{{Hades}}'': The 'Hellish Vigor' upgrade heals Zagreus
Usually averted in ''Franchise/{{Pokemon}}'' games, though an NPC might automatically heal your creatures before you face a major plot-relevant fight, with this being more frequent in later entries.
** ''[[VideoGame/PokemonDiamondAndPearl Diamond and Pearl]]'' features short periods where you are [[EscortMission teamed up with another trainer exploring an area]]. After every single battle, your partner will heal your team completely, making the trip through the area unbelievably easy because it's nearly impossible
for 1, 2 or 3 HP whenever he leaves a room, which can only be done after clearing said room by defeating the encounter within. The 'Hydralite' item is an upgraded version that heals 10% all of Zagreus' max health for three rooms (by default).your Pokemon to get knocked out.



* Zigzagged in ''[[VideoGame/PuyoPuyo Arle no Bouken]]''; anything that survives a fight has its HP refilled, while anything that was knocked out stays down.
* ''VideoGame/{{Siralim}}'' fully heals your Creatures and restores your Mana after each battle. There's a "Reincarnation Mode" option that makes it so if your creatures were KO'd, they'll turn into a different, random creature and lose some experience before reviving.

to:

* Zigzagged in ''[[VideoGame/PuyoPuyo Arle no Bouken]]''; anything that survives a fight has its HP refilled, while anything that was knocked out stays down.
* ''VideoGame/{{Siralim}}'' fully heals your Creatures and restores your Mana after each battle. There's a "Reincarnation Mode" option that makes it so if your creatures were KO'd, they'll turn into a different, random creature and lose some experience before reviving.



* ''Franchise/{{Kirby}}''
** ''VideoGame/KirbyFightersDeluxe'' and, by extension, ''Kirby Fighters 2'', do this with the Single Player mode in the former and Single-Handed Mode in the latter. In both modes, your character's HP will be refilled at the end of each round.
** If playing multiple battles in a row in ''VideoGame/KirbyBattleRoyale'', all combatants' HP will be refilled by the time the next battle starts. Each combatants' HP is also refilled before each Crazy Theatre round starts.
* ''VideoGame/BornUnderTheRain'': Fleeing or finishing a battle undoes all damage by that battle.
* ''VideoGame/IntoTheBreach'': After each battle, your mechs are healed back to full health. However, if a mech ended the battle downed, then its pilot will be killed, and damage done to the power grid persists through the entire game.
* ''VideoGame/EdgeOfEternity:'' HP and MP are fully recovered after battle, at the cost of some Team Energy.

to:


* ''Franchise/{{Kirby}}''
** ''VideoGame/KirbyFightersDeluxe'' and, by extension, ''Kirby Fighters 2'', do this with
''VideoGame/RedSteel'', at least the Single Player mode second game.
* In ''VideoGame/ResonanceOfFate'', you'll recover all scratch (but not always direct) damage and Hero Gauge bezels after combat ''if you win.'' If you ran away, however, scratch damage and the Hero Gauge level carries over to the next fight unless you rest first.
* ''VideoGame/RivieraThePromisedLand'', though getting [=KOed=] in battle results in a temporary penalty to max HP.
* In ''VideoGame/{{Rodina}}'', you and your ship will start regenerating hit-points back to full once there are no hostiles
in the former and Single-Handed Mode in the latter. In both modes, area or fire aboard your character's HP will be refilled at the end of ship.

* The ''VideoGame/{{SaGa|RPG}}'' series from ''VideoGame/RomancingSaGa2'' onward uses this setup along with free post-battle resurrections, but only with health points: LP is lost every time a character is KO'd and attacked while they're down, or hit with attacks that directly target LP, and once it hits zero that character is gone for good.
* ''VideoGame/{{Siralim}}'' fully heals your Creatures and restores your Mana after
each round.
** If playing multiple battles in
battle. There's a row in ''VideoGame/KirbyBattleRoyale'', all combatants' HP will be refilled by "Reincarnation Mode" option that makes it so if your creatures were KO'd, they'll turn into a different, random creature and lose some experience before reviving.
* ''VideoGame/TheSpiritEngine2''.
* ''VideoGame/StarWarsTheOldRepublic'' straddles the line between this and RestingRecovery; yes, you have to order your character to rest, but
the time it takes is so short (10 seconds if you were on the next battle starts. Each combatants' HP is also refilled before very brink of death) and the odds of an NPC attacking you in that time so low that for all practical purposes, players can enter each Crazy Theatre round starts.
encounter at full health.
* ''VideoGame/BornUnderTheRain'': Fleeing or finishing Happens in the ''VideoGame/SuperRobotWars'' series. Unfortunately, the game automatically takes money from you to repair wrecked units, and money spent reviving teammates is money not spent making your teammates better through upgrades.

* ''VideoGame/TheWayRPGMaker''.
* A variation occurs in ''VideoGame/WildARMs2'', where you have
a battle undoes all damage by that battle.
* ''VideoGame/IntoTheBreach'':
"vitality" gauge in addition to your HP gauge. After each battle, your mechs are healed back vitality gauge would be reduced to restore your HP gauge, healing you to full health. However, if a mech ended (and only if) you have enough vitality. Crystals could be picked up in dungeons to restore vitality and the battle downed, then vitality gauge would be restored to 100% after a level up. In general, you'd have more than enough vitality to not need healing items between battles.
** ''VideoGame/WildARMs5'', on the other hand, plays it straight.
* ''Videogame/WineAndRoses'' does this, as an element of
its pilot will be killed, and damage done to {{Metroidvania}}-type non-linearity.
* ''VideoGame/TheWorldEndsWithYou'', although in
the power grid persists through case of chained battles, HP recovery occurs after completing the entire game.
* ''VideoGame/EdgeOfEternity:'' HP and MP are fully recovered after battle, at the cost
chain, instead of some Team Energy.
between individual battles.
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to:

* ''VideoGame/EdgeOfEternity:'' HP and MP are fully recovered after battle, at the cost of some Team Energy.
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* In ''VideoGame/BatenKaitosOrigins'', all your characters are fully restored at the end of each battle. Given what a big SequelDifficultySpike ''Origins'' was, you'd need it.

to:

* In ''VideoGame/BatenKaitosOrigins'', all your characters are fully restored at the end of each battle. Given what a big SequelDifficultySpike ''Origins'' was, the increased difficulty of ''Origins'', you'd need it.
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** VideoGame/DragonAgeII uses a similar system, except injuries only affect the character health total, reducing it until healed with an injury kit or return to home base.
*** The third game in the series, VideoGame/DragonAgeInquisition, averts this, however, requiring more strategy and trips back to a camp to heal.

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** VideoGame/DragonAgeII ''VideoGame/DragonAgeII'' uses a similar system, except injuries only affect the character health total, reducing it until healed with an injury kit or return to home base.
*** The third game in the series, VideoGame/DragonAgeInquisition, ''VideoGame/DragonAgeInquisition'', averts this, however, requiring more strategy and trips back to a camp to heal.
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A more common variant is to revive dead or "[[NonLethalKO knocked out]]" characters after a battle, generally at [[HPToOne 1 HP]].

to:

A more common variant is to revive dead or "[[NonLethalKO knocked out]]" characters after a battle, generally at [[HPToOne [[HPTo1 1 HP]].



* The ''VideoGame/MarioAndLuigi'' games use the HPToOne version.

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* The ''VideoGame/MarioAndLuigi'' games use the HPToOne HPTo1 version.
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Added an Extrapower example

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* ''[[VideoGame/ExtrapowerAttackOfDarkforce EXTRAPOWER Attack of Darkforce]]'' is nice enough to fully restore the team at the end of combat. All HP and MP lost and any defeated characters are restored before the next fight, even in ones that take place sequentially in the story.
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grammar corrections


->"''Observation: It does seem unlikely, Master, but I have observed that you - allies included - seem to be able to recover from the most grievous injuries, and quickly as well.''"

to:

->"''Observation: ->''"Observation: It does seem unlikely, Master, but I have observed that you - allies included - seem to be able to recover from the most grievous injuries, and quickly as well.''""''



In VideoGames with {{Life Meter}}s or HitPoints and a distinction between "combat" and "non-combat" (e.g: {{RPG}}s), your characters may be automatically healed (even for free) after winning each battle. While this eliminates the threat of {{Mook}}s wearing the player down before an upcoming boss battle, the game's designers will have undoubtably made the monsters more aggressive to compensate, forcing the player to exercise greater strategy when even everyday foes stand a legitimate chance of taking them down.

to:

In VideoGames with {{Life Meter}}s or HitPoints and a distinction between "combat" and "non-combat" (e.g: {{RPG}}s), your characters may be automatically healed (even for free) after winning each battle. While this eliminates the threat of {{Mook}}s wearing the player down before an upcoming boss battle, the game's designers will have undoubtably undoubtedly made the monsters more aggressive to compensate, forcing the player to exercise greater strategy when even everyday foes stand a legitimate chance of taking them down.



* ''VideoGame/FinalFantasyXIII'' automatically heals you after each battle and also lets you retry the battle if you die instead of issuing a GameOver. It makes most of the random encounters much tougher and require a lot more thought and strategy than you might be used to from earlier entries in the series to compensate for this.

to:

* ''VideoGame/FinalFantasyXIII'' automatically heals you after each battle and also lets you retry the battle if you die instead of issuing a GameOver. It makes most of the random encounters much tougher and require requires a lot more thought and strategy than you might be used to from earlier entries in the series to compensate for this.



* ''VideoGame/DragonAgeOrigins'' uses an interesting variant in that party members heal back to full health after a battle. If they were incapacitated they suffer a random lasting injury that afflicts them with a penalty to stats until taken care of or they return to a party camp. Also, the after combat healing is not instantaneous. It's possible, though unlikely, to bumble into another battle before the characters have finished healing, halting the healing process.
** VideoGame/DragonAgeII uses a similar system, except injuries only effect the character health total, reducing it until healed with a injury kit or return to home base.

to:

* ''VideoGame/DragonAgeOrigins'' uses an interesting variant in that party members heal back to full health after a battle. If they were incapacitated they suffer a random lasting injury that afflicts them with a penalty to stats until taken care of or they return to a party camp. Also, the after combat after-combat healing is not instantaneous. It's possible, though unlikely, to bumble into another battle before the characters have finished healing, halting the healing process.
** VideoGame/DragonAgeII uses a similar system, except injuries only effect affect the character health total, reducing it until healed with a an injury kit or return to home base.



* Usually averted in ''Franchise/{{Pokemon}}'' games, though an NPC might automatically heal your creatures before you face a major plot-relevant fight, with this being more frequent in latter entries.

to:

* Usually averted in ''Franchise/{{Pokemon}}'' games, though an NPC might automatically heal your creatures before you face a major plot-relevant fight, with this being more frequent in latter later entries.



* ''TabletopGame/TheDresdenFiles'' tabletop RPG normally removes all stress (the game's equivalent to HitPoints) at the end of every 'battle' situation, be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low stress values to begin with and that the only way to 'heal' in-combat is by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't ''always'' the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.

to:

* ''TabletopGame/TheDresdenFiles'' tabletop RPG normally removes all stress (the game's equivalent to HitPoints) at the end of every 'battle' situation, be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low stress low-stress values to begin with and that the only way to 'heal' in-combat is by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't ''always'' the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.



* ''VideoGame/{{Hades}}'': The 'Hellish Vigor' upgrade heals Zagreus for 1, 2 or 3 HP whenever he leaves a room, which can only be done after clearing said room by defeating the encounter within. The 'Hydralite' item is an upgraded version which heals 10% of Zagreus' max health for three rooms (by default).

to:

* ''VideoGame/{{Hades}}'': The 'Hellish Vigor' upgrade heals Zagreus for 1, 2 or 3 HP whenever he leaves a room, which can only be done after clearing said room by defeating the encounter within. The 'Hydralite' item is an upgraded version which that heals 10% of Zagreus' max health for three rooms (by default).



* ''TabletopGame/TheOneRing'': {{Downplayed|Trope}} as non-Wounded adventurers can take a half-hour's rest after a combat to regain [[HitPoints Endurance Points]] equal to their Heart score.

to:

* ''TabletopGame/TheOneRing'': {{Downplayed|Trope}} as non-Wounded adventurers can take a half-hour's rest after a combat to regain [[HitPoints Endurance Points]] equal to their Heart score.



** ''VideoGame/Persona1'' and ''VideoGame/Persona2'' restores incapacitated characters to 1 HP after battle, leaving you to spend SP or healing items to get them back up to speed.

to:

** ''VideoGame/Persona1'' and ''VideoGame/Persona2'' restores restore incapacitated characters to 1 HP after battle, leaving you to spend SP or healing items to get them back up to speed.



* The ''VideoGame/{{Xenoblade|Chronicles1}} [[VideoGame/XenobladeChronicles2 Chronicles]]'' series gives you RegeneratingHealth as soon as battle ends, so unless you run straight from one fight into another, you'll always start with full health.

to:

* The ''VideoGame/{{Xenoblade|Chronicles1}} [[VideoGame/XenobladeChronicles2 Chronicles]]'' series gives you RegeneratingHealth as soon as a battle ends, so unless you run straight from one fight into another, you'll always start with full health.
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* In ''{{VideoGame/Deltarune}}'', ending a battle will set the health of downed party members to 1 hp.
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* ''VideoGame/IntoTheBreach'': ZiggzaggedTrope. After each battle, your mechs are healed back to full health. However, if a mech ended the battle downed, then its pilot will be killed, and damage done to the power grid persists through the entire game.

to:

* ''VideoGame/IntoTheBreach'': ZiggzaggedTrope. After each battle, your mechs are healed back to full health. However, if a mech ended the battle downed, then its pilot will be killed, and damage done to the power grid persists through the entire game.
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to:

* ''VideoGame/IntoTheBreach'': ZiggzaggedTrope. After each battle, your mechs are healed back to full health. However, if a mech ended the battle downed, then its pilot will be killed, and damage done to the power grid persists through the entire game.
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* ''VideoGame/GoingUnder'': Defeating a boss with a CounterAttack effect, where the damage taken to defeat the boss with that attack, also means Jacqueline's defeat... Revives Jacqueline with a large amount of health, to play the cutscene.
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* ''VideoGame/BornUnderTheRain'': Fleeing a battle undoes all damage by that battle.

to:

* ''VideoGame/BornUnderTheRain'': Fleeing or finishing a battle undoes all damage by that battle.
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to:

* ''VideoGame/BornUnderTheRain'': Fleeing a battle undoes all damage by that battle.
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* ''VideoGame/MegaManBattleNetwork1'', which notably had a chapter ([=ElecMan's=]) where this ''not'' happening was [[GameplayAndStoryIntegration a big deal]]. Later games in [[VideoGame/MegaManBattleNetwork the series]] changed it so you only fully recover health if you jack-out. Otherwise, you had to rely on healing items or heal chips in battle.

to:

* ''VideoGame/MegaManBattleNetwork1'', which notably had a chapter ([=ElecMan's=]) where this ''not'' happening was [[GameplayAndStoryIntegration a big deal]]. deal. Later ''[[VideoGame/MegaManBattleNetwork Battle Network]]'' and ''[[VideoGame/MegaManStarForce Star Force]]'' games in [[VideoGame/MegaManBattleNetwork the series]] changed it so you only fully recover health if you jack-out. jack out. Otherwise, you had to rely on healing items or heal recovery chips in battle.

Changed: 76

Removed: 39

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** In ''VideoGame/Persona5'', the "Victory Breath" and "Victory Cry" auto skills restore part or all of a party member's HP and SP after battle. The ''Persona 3''-themed DLC "Evoker" accessory will automatically restore one bullet to your clip after battle if equipped.

to:

** In ''VideoGame/Persona5'', the "Victory Breath" "Life Aid" and "Victory Cry" auto skills restore part or all of a party member's HP and SP after battle. The ''Persona 3''-themed DLC "Evoker" accessory will automatically restore one bullet to your clip after battle if equipped.



%%* ''VideoGame/XenobladeChronicles1''.



* The ''VideoGame/{{Xenoblade}}'' series gives you RegeneratingHealth as soon as battle ends, so unless you run straight from one fight into another, you'll always start with full health.

to:

* The ''VideoGame/{{Xenoblade}}'' ''VideoGame/{{Xenoblade|Chronicles1}} [[VideoGame/XenobladeChronicles2 Chronicles]]'' series gives you RegeneratingHealth as soon as battle ends, so unless you run straight from one fight into another, you'll always start with full health.

Added: 224

Changed: 268

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Adding Kirby-related examples.




to:

\n* ''Franchise/{{Kirby}}''
** ''VideoGame/KirbyFightersDeluxe'' and, by extension, ''Kirby Fighters 2'', do this with the Single Player mode in the former and Single-Handed Mode in the latter. In both modes, your character's HP will be refilled at the end of each round.
** If playing multiple battles in a row in ''VideoGame/KirbyBattleRoyale'', all combatants' HP will be refilled by the time the next battle starts. Each combatants' HP is also refilled before each Crazy Theatre round starts.
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dewicking Final Death per trs


* In ''VideoGame/FireEmblem'' all units are healed between each chapter (each chapter contains one battle). Does not make up for FinalDeath, but it helps.

to:

* In ''VideoGame/FireEmblem'' all units are healed between each chapter (each chapter contains one battle). Does not make up for FinalDeath, {{Permadeath}}, but it helps.
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to:

\n* ''TabletopGame/TheOneRing'': {{Downplayed|Trope}} as non-Wounded adventurers can take a half-hour's rest after a combat to regain [[HitPoints Endurance Points]] equal to their Heart score.

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* The ''VideoGame/{{Xenoblade}}'' series gives you RegeneratingHealth as soon as battle ends, so unless you run straight from one fight into another, you'll always start with full health.
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[[/folder]]

to:

[[/folder]]
* ''VideoGame/{{Siralim}}'' fully heals your Creatures and restores your Mana after each battle. There's a "Reincarnation Mode" option that makes it so if your creatures were KO'd, they'll turn into a different, random creature and lose some experience before reviving.

Is there an issue? Send a MessageReason:
None


** ''VideoGame/{{Persona 1}}'' and ''VideoGame/{{Persona 2}}'' restores incapacitated characters to 1 HP after battle, leaving you to spend SP or healing items to get them back up to speed.
** ''VideoGame/{{Persona 3}}'' and ''[[VideoGame/{{Persona 4}} 4]]'' do as well, with the caveat that [[WeCannotGoOnWithoutYou the game still ends if the main character is defeated]], regardless of how many HP his/her companions has left.
** In ''VideoGame/{{Persona 5}}'', the "Victory Breath" and "Victory Cry" auto skills restore part or all of a party member's HP and SP after battle. The ''VideoGame/{{Persona 3}}''-themed DLC "Evoker" accessory will automatically restore one bullet to your clip after battle if equipped.

to:

** ''VideoGame/{{Persona 1}}'' ''VideoGame/Persona1'' and ''VideoGame/{{Persona 2}}'' ''VideoGame/Persona2'' restores incapacitated characters to 1 HP after battle, leaving you to spend SP or healing items to get them back up to speed.
** ''VideoGame/{{Persona 3}}'' ''VideoGame/Persona3'' and ''[[VideoGame/{{Persona 4}} 4]]'' ''VideoGame/Persona4'' do as well, with the caveat that [[WeCannotGoOnWithoutYou the game still ends if the main character is defeated]], regardless of how many HP his/her companions has left.
** In ''VideoGame/{{Persona 5}}'', ''VideoGame/Persona5'', the "Victory Breath" and "Victory Cry" auto skills restore part or all of a party member's HP and SP after battle. The ''VideoGame/{{Persona 3}}''-themed ''Persona 3''-themed DLC "Evoker" accessory will automatically restore one bullet to your clip after battle if equipped.



* ''VideoGame/{{Xenoblade}}''.

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* ''VideoGame/{{Xenoblade}}''.%%* ''VideoGame/XenobladeChronicles1''.
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Subtrope of AntiFrustrationFeatures.

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Subtrope of AntiFrustrationFeatures.
AntiFrustrationFeatures and ReducedDowntimeFeatures.
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* Zigzagged in ''[[VideoGame/PuyoPuyo Arle no Bouken]]''; anything that survives a fight has its HP refilled, while anything that was knocked out stays down.

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Crosswick.


** ''VideoGame/{{Wild ARMs 5}}'', on the other hand, plays it straight.

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** ''VideoGame/{{Wild ARMs 5}}'', ''VideoGame/WildARMs5'', on the other hand, plays it straight.




to:

* ''VideoGame/PsyCard'': In the ''Friend's Quest'' RolePlayingGame-type MiniGame, there's HitPoints, and they are refilled after every battle, even on a loss.
[[/folder]]
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Direct linking.


* ''TabletopGame/TheDresdenFiles'' tabletop RPG normally removes all stress (the game's equivalent to the HitPoint) at the end of every 'battle' situation, be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low stress values to begin with and that the only way to 'heal' in-combat is by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't ''always'' the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.

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* ''TabletopGame/TheDresdenFiles'' tabletop RPG normally removes all stress (the game's equivalent to the HitPoint) HitPoints) at the end of every 'battle' situation, be it a physical, mental or social 'battle'. This compensates for the fact that characters have very low stress values to begin with and that the only way to 'heal' in-combat is by buying off stress with penalties called 'consequences', which don't go away at the end of combat. This isn't ''always'' the case, though. The rulebook allows that stress may remain if, for example, a character goes from one fight to another without having the time to stop and catch his or her breath.

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* Though this does not usually occur in the ''Franchise/{{Pokemon}}'' games, ''[[VideoGame/PokemonDiamondAndPearl Diamond and Pearl]]'' feature short period where you are teamed up with another trainer exploring an area. After every single battle, your partner will heal your team completely, making the trip through the area unbelievably easy because it's nearly impossible for all of your Pokemon to get knocked out.

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* Though this does not usually occur in the Usually averted in ''Franchise/{{Pokemon}}'' games, though an NPC might automatically heal your creatures before you face a major plot-relevant fight, with this being more frequent in latter entries.
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''[[VideoGame/PokemonDiamondAndPearl Diamond and Pearl]]'' feature features short period periods where you are [[EscortMission teamed up with another trainer exploring an area.area]]. After every single battle, your partner will heal your team completely, making the trip through the area unbelievably easy because it's nearly impossible for all of your Pokemon to get knocked out.
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** ''VideoGame/{{Persona}} 1'' and ''VideoGame/{{Persona 2}}'' restores incapacitated characters to 1 HP after battle, leaving you to spend SP or healing items to get them back up to speed.

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** ''VideoGame/{{Persona}} 1'' ''VideoGame/{{Persona 1}}'' and ''VideoGame/{{Persona 2}}'' restores incapacitated characters to 1 HP after battle, leaving you to spend SP or healing items to get them back up to speed.
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* Every game in the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' sub-series of ''Franchise/ShinMegamiTensei'' features this in some fashion:

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* Every game in the ''[[Franchise/ShinMegamiTenseiPersona Persona]]'' ''Franchise/{{Persona}}'' sub-series of ''Franchise/ShinMegamiTensei'' features this in some fashion:
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More accurate.


* The ''VideoGame/EpicBattleFantasy'' series, although you also have passive map healing with full control over when you engage the next battle (with the exception of the handful of invisible plot battles), meaning if you're willing to walk around for a bit then this reduces to the previous case.

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* The ''VideoGame/EpicBattleFantasy'' series, although from the [[VideoGame/EpicBattleFantasy3 third game]] onward, a.k.a 3, ''[[VideoGame/EpicBattleFantasy4 4]]'', and ''[[VideoGame/EpicBattleFantasy5 5]]''. Although you also have passive map healing GradualRegeneration-type RegeneratingHealth with full control over when you engage the next battle (with the exception of the handful of invisible plot battles), meaning if you're willing to walk around for a bit then this reduces to the previous case.

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