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SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).

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* ''VideoGame/{{Blood}}'' gets three different armor types with separate numbers and bars presented on the HUD, which protect against different damage types: basic body armor (represented by a blue bar) protects against bullets, fire armor (a red bar) protects from fire and explosions, and spirit armor (a green bar) protects from magic and spiritual attacks. ''Blood II'' switches to a more basic single armor type, which is shown as just a second number to the right of your HitPoints meter, with an icon of a scarab (the items used to replenish it) next to it rather than a heart.

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* ''VideoGame/{{Blood}}'' ''VideoGame/{{Blood}}'':
** ''VideoGame/Blood1997''
gets three different armor types with separate numbers and bars presented on the HUD, which protect against different damage types: basic body armor (represented by a blue bar) protects against bullets, fire armor (a red bar) protects from fire and explosions, and spirit armor (a green bar) protects from magic and spiritual attacks. ''Blood II'' attacks.
** ''VideoGame/BloodIITheChosen''
switches to a more basic single armor type, which is shown as just a second number to the right of your HitPoints meter, with an icon of a scarab (the items used to replenish it) next to it rather than a heart.
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* ''VideoGame/SpyroTheDragon'': [[PlatformingPocketPal Sparx the dragonfly]] works as your "shield". Spyro is actually a OneHitPointWonder, but you wouldn't know that because Sparx will take the damage for you when you get hit. The "meter" here is more subtle, taking form of Sparx's coloring: he's normally yellow, but by taking damage he'll turn blue, then green, before disappearing after one more hit.

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* ''VideoGame/SpyroTheDragon'': ''Franchise/SpyroTheDragon'': [[PlatformingPocketPal Sparx the dragonfly]] works as your "shield". Spyro is actually a OneHitPointWonder, but you wouldn't know that because Sparx will take the damage for you when you get hit. The "meter" here is more subtle, taking form of Sparx's coloring: he's normally yellow, but by taking damage he'll turn blue, then green, before disappearing after one more hit.

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%%[[folder:Role-Playing Game]]

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%%[[folder:Role-Playing [[folder:Role-Playing Game]]



* ''VideoGame/DragonAgeInquisition'': Warrior companions can generate guard with certain abilities or passives, upon which a grey bar will overlay itself over the LifeMeter. The bar indicates how much armor they have left before it breaks, and enemies will have to break the armor meter before they can affect a warrior's hit points.
* ''VideoGame/GreedFall'': The line of shields that sits on the health bar represent the amount of armor a character has and is directly linked to the TwentyFourHourArmor they are wearing, with more shields equaling more armor. Armor reduces damage to hit points, sometimes entirely absorbing an attack's damage. It doesn't regenerate unless a specific spell is used, and once it breaks (indicated by the shields turning black), all attacks will directly drain health.
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%%[[folder:Fighting Game]]
%% * ''VideoGame/BlazBlue'': The Barrier Gauge determines how much the character can use the Barrier Block, i.e putting up a DeflectorShield that will negate ScratchDamage. If the gauge is depleted, they'll get a penalty where the damage they take will be increased by 1.2 times.



%%[[folder:Fighting Game]]
%% * ''VideoGame/BlazBlue'': The Barrier Gauge determines how much the character can use the Barrier Block, i.e putting up a DeflectorShield that will negate ScratchDamage. If the gauge is depleted, they'll get a penalty where the damage they take will be increased by 1.2 times.
%%[[/folder]]
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AntiArmor is the trope for attacks that are for damaging armor more than other attacks, while ArmorPiercingAttack, are for attacks intended to for mainly damaging health while basically ignoring armor.

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AntiArmor is the trope for attacks that are for damaging armor more than other attacks, while ArmorPiercingAttack, are ArmorPiercingAttack is for attacks intended to for mainly damaging health while basically ignoring armor.
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This trope is part of the StatMeters. Compare it to BreakMeter, a meter on the opponent that you have to fill (or deplete, depending on the case) to make them more vulnerable, BreakableWeapons, for weapons with their own "durability points", and SingleUseShield, when armor is a basically a OneHitPointWonder, but isn't BodyArmorAsHitPoints, if it blocks all damage even if the hit usually has damage greater than 1 {{Hit Point}}s.

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This trope is part of the StatMeters. Compare it to BreakMeter, a meter on the opponent that you have to fill (or deplete, depending on the case) to make them more vulnerable, BreakableWeapons, for weapons with their own "durability points", and SingleUseShield, when armor is a basically a OneHitPointWonder, but isn't BodyArmorAsHitPoints, if it blocks all damage even if the hit usually has damage greater than 1 {{Hit Point}}s.
Point|s}}.
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RegeneratingShieldStaticHealth is when it's only the armor/shield meter can regenerate, not the health, similar to the connection between RegeneratingHealth for LifeMeter.

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RegeneratingShieldStaticHealth is when it's only the armor/shield meter that can regenerate, regenerate on its own, not the health, similar to the connection between RegeneratingHealth for LifeMeter.



ManaShield is when your ManaMeter temporarily becomes Armor Meter as damage you took instead burns your mana, is a SubTrope, and therefore this trope shouldn't be listed for a work, in regards to that scenario.

BodyArmorAsHitPoints is when armor directly serves as HP, and doesn't turn a LifeMeter into this trope because the function of "armor" there, isn't a reduction of damage in any way, but just extends the LifeMeter.

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ManaShield is when your ManaMeter temporarily becomes Armor Meter as damage you took instead burns your mana, mana; this is a SubTrope, and therefore this trope shouldn't be listed for a work, work in regards to that scenario.

BodyArmorAsHitPoints is when armor directly serves as HP, and doesn't turn a LifeMeter into this trope because the function of "armor" there, there isn't a reduction of damage in any way, but just extends the LifeMeter.

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*** ''Unreal Tournament 2003'' (a.k.a ''VideoGame/UnrealTournament2004'')

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*** ''Unreal Tournament 2003'' (a.k.a ''VideoGame/UnrealTournament2004'')and ''[[VideoGame/UnrealTournament2004 2004]]''


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* ''VideoGame/{{Blood}}'' gets three different armor types with separate numbers and bars presented on the HUD, which protect against different damage types: basic body armor (represented by a blue bar) protects against bullets, fire armor (a red bar) protects from fire and explosions, and spirit armor (a green bar) protects from magic and spiritual attacks. ''Blood II'' switches to a more basic single armor type, which is shown as just a second number to the right of your HitPoints meter, with an icon of a scarab (the items used to replenish it) next to it rather than a heart.
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[[folder:Hack And Slash]]
%% * ''VideoGame/HonkaiImpact3rd'': Some stronger mooks, EliteMooks, and bosses have shield gauges that will reduce the damage taken and make them resistant to flinching until the gauge is depleted; bosses will also become stunned/dazed when it happens. The shield will eventually regenerate, so you gotta give it your all while they're still vulnerable. Some of your Valkyries' attacks may deal extra damage to the shields, while elemental attacks won't damage the shields and instead deal direct damage to the enemy.



[[folder:Hack And Slash]]
%% * ''VideoGame/HonkaiImpact3rd'': Some stronger mooks, EliteMooks, and bosses have shield gauges that will reduce the damage taken and make them resistant to flinching until the gauge is depleted; bosses will also become stunned/dazed when it happens. The shield will eventually regenerate, so you gotta give it your all while they're still vulnerable. Some of your Valkyries' attacks may deal extra damage to the shields, while elemental attacks won't damage the shields and instead deal direct damage to the enemy.
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%% Administrivia/ZeroContextExample entries are commented out. Add context before uncommenting, like the appearance of the meter, and how it reacts to damage.

In video games, usually in the {{HUD}}, this trope is the gauge that represents your armor's durability, i.e how much damage it can take before it breaks and stops protecting you. Can also be done with shields, whether [[LuckilyMyShieldWillProtectMe traditional ones]] or [[DeflectorShields force field ones]]. This often appears alongside LifeMeter, HitPoints and/or ArmorPoints, since when the numbers of such points get big, precision in values is sometimes wanted, and is hard to achieve with even with gradation of the meters, so, the precise amounts of those points are stated.

Like in LifeMeter's case, the armor's capability of protecting you (usually by [[DamageReduction shaving off some percentage of damage you took]]) is usually subject to CriticalExistenceFailure (meaning that it won't suffer any reduction in effectiveness even as it nearly breaks).

RegeneratingShieldStaticHealth is when it's only the armor/shield meter can regenerate, not the health, similar to the connection between RegeneratingHealth for LifeMeter.

AntiArmor is the trope for attacks that are for damaging armor more than other attacks, while ArmorPiercingAttack, are for attacks intended to for mainly damaging health while basically ignoring armor.

ManaShield is when your ManaMeter temporarily becomes Armor Meter as damage you took instead burns your mana, is a SubTrope, and therefore this trope shouldn't be listed for a work, in regards to that scenario.

BodyArmorAsHitPoints is when armor directly serves as HP, and doesn't turn a LifeMeter into this trope because the function of "armor" there, isn't a reduction of damage in any way, but just extends the LifeMeter.

This trope is part of the StatMeters. Compare it to BreakMeter, a meter on the opponent that you have to fill (or deplete, depending on the case) to make them more vulnerable, BreakableWeapons, for weapons with their own "durability points", and SingleUseShield, when armor is a basically a OneHitPointWonder, but isn't BodyArmorAsHitPoints, if it blocks all damage even if the hit usually has damage greater than 1 {{Hit Point}}s.

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!!Examples
[[foldercontrol]]

[[folder:Action Adventure]]
* ''Videogame/TheLegendOfZeldaSkywardSword's'' shields use a meter to indicate how much more damage they can take. The final shield doesn't take damage, but still has a meter.
[[/folder]]

[[folder:First-Person-Shooter]]
* ''VideoGame/CommandAndConquerRenegade'': Armor is represented by a growing row of shields and the exact ArmorPoints number on the last shield.
* ''VideoGame/{{Outlaws}}'': You can find boilerplates to use as armour whose durability is shown as a card on the bottom of the screen that slides down with each hit they absorb.
* ''VideoGame/{{Unreal}}'':
** Displaying armor by the pieces currently being worn as filled in sections of a man-shaped icon with sections for each type of armor, like head and leg armor.
*** ''VideoGame/{{Unreal|I}}''
*** ''VideoGame/UnrealChampionship''
*** ''Unreal Tournament 2003'' (a.k.a ''VideoGame/UnrealTournament2004'')
*** ''VideoGame/UnrealTournament4''
** There's a human shape which not only displays the kinds of armor they have but also if the user is carrying the Jump Boots with them:
*** ''VideoGame/UnrealTournament'': Armor indicators are represented in the HUD in the top-right corner.
*** ''VideoGame/UnrealTournamentIII'': Armor indicators are represented in the HUD in the bottom-left corner.
%% ** ''VideoGame/UnrealIITheAwakening'' displays shields as a meter gauge.
%% * ''Franchise/{{Halo}}'':
%% ** players play as Spartans who wear armor with in-built energy shielding. The shield drains away as the player takes damage and once it's completely depleted, their HP starts taking hits.
* ''VideoGame/QuakeIV'': There's a green-ish armor meter at the bottom of the screen, with a vest symbol representing it, and ArmorPoints written on it in white italicized text and depletes from left to right. Armor provides DamageReduction, leaving 1/3 of the usual damage to go to the LifeMeter.
[[/folder]]

[[folder:Role-Playing Game]]
%% * ''VideoGame/DivinityOriginalSinII'': Each character has two armor meters: Physical and Magical, with each absorbing 1-for-1 the damage from the corresponding attack types. These meters are based on the character's equipment and don't regenerate in combat (without the use of special abilities), while running out of any type allows the character to be targeted by StatusEffects (while the armor is up, only certain effects like Necrofire affect the character).
[[/folder]]

[[folder:Fighting Game]]
%% * ''VideoGame/BlazBlue'': The Barrier Gauge determines how much the character can use the Barrier Block, i.e putting up a DeflectorShield that will negate ScratchDamage. If the gauge is depleted, they'll get a penalty where the damage they take will be increased by 1.2 times.
[[/folder]]

[[folder:Hack And Slash]]
%% * ''VideoGame/HonkaiImpact3rd'': Some stronger mooks, EliteMooks, and bosses have shield gauges that will reduce the damage taken and make them resistant to flinching until the gauge is depleted; bosses will also become stunned/dazed when it happens. The shield will eventually regenerate, so you gotta give it your all while they're still vulnerable. Some of your Valkyries' attacks may deal extra damage to the shields, while elemental attacks won't damage the shields and instead deal direct damage to the enemy.
[[/folder]]

[[folder:Real-Time Strategy]]
* In the ''VideoGame/StarCraft'' series, Protoss units and buildings have a blue bar over their LifeMeter which indicates the current strength of their shields. Once these are depleted, damage is applied directly to their HP, and a visual effect indicates whether a unit/building has shields.
%% * ''VideoGame/DawnOfWarII'': This is a special ability of certain Imperial Guard units. You buy them extra armor, which takes damage before their HP does. This armor can't be repaired, only replaced wholesale by buying it again.
[[/folder]]

[[folder:Shoot 'Em Up]]
* ''VideoGame/AlienShooter'': The game lets you acquire armors, ranging from simple kevlar vests all the way to full body armors. It's indicated in a blue circle with the armor's image and white ArmorPoints text to the right of your HP bar when you equip them.
[[/folder]]

[[folder:Third-Person Shooter]]
* ''Videogame/{{Gungrave}}'': Beyond the Grave (the player character) has a blue bar beneath his HP bar that serves as this; he wouldn't actually be damaged from heavy gunfire of Mooks as long as the bar is still there, but if it depletes, that's when he takes damage normally.
[[/folder]]

[[folder:Wide-Open Sandbox]]
* In ''VideoGame/{{Minecraft}}'', shields and each piece of armour have a meter represented by a number of grey vest shapes that blacken from right to left, the number of vests is based on the armor pieces equipped. More and better armor give more vests. The meter is placed above the LifeMeter at the bottom of the screen, as the player takes damage while wearing them, with armor pieces breaking when that meter runs out and leaving player more vulnerable.
[[/folder]]

[[folder:Platformers]]
* ''VideoGame/SpyroTheDragon'': [[PlatformingPocketPal Sparx the dragonfly]] works as your "shield". Spyro is actually a OneHitPointWonder, but you wouldn't know that because Sparx will take the damage for you when you get hit. The "meter" here is more subtle, taking form of Sparx's coloring: he's normally yellow, but by taking damage he'll turn blue, then green, before disappearing after one more hit.
[[/folder]]

%%[[folder:Non videogame examples]]
%%[[/folder]]
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