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.

This does not include other methods of "free" healing, such as RegeneratingHealth, healing {{Save Point}}s, RegeneratingMana, leftover healing items or so on. Compare and contrast AfterBossRecovery, for cases where free HP recovery is limited to boss encounters only. Contrast RestingRecovery, where you have to order the party to rest (and risk being attacked again) before any HP is regained.

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

Please only list examples that play this straight, as aversions are too many to list.
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!!Games that heal fully after battles:

* The first ''VideoGame/MegamanBattleNetwork'' game. It had a chapter (Elecman's) where this ''not'' happening was [[GameplayAndStoryIntegration a big deal]].
* ''LiveALive''.
* ''VideoGame/TheSpiritEngine2''.
* ''VideoGame/TheWay''.
* The ''VideoGame/FinalFantasyTactics'' series, including ''VideoGame/FinalFantasyTacticsAdvance'', and ''VideoGame/FinalFantasyTacticsA2''. [[JustifiedTrope 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 require 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/{{Final Fantasy XIII-2}}'' 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.
* ''VideoGame/CrossEdge'' and ''RecordOfAgarestWar'' partially use it. While fighting on the map, you are fully recovered after every battle - but inside dungeons, you are ''not''. You also don't get free resurrections, so whether it was on the map or in a dungeon, you'll need to head back to town to bring the dead back to life.
* The ''VideoGame/MarioAndLuigi'' games use the HPToOne version.
* ''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.
** The third game in the series, VideoGame/DragonAgeInquisition, is set to avert 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/{{Wild ARMs 5}}'', on the other hand, plays it straight.
* ''VideoGame/EnchantedArms'', at least for regular damage. The VP system is designed to give you a reason to still finish battles quickly.
* ''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.
* ''VideoGame/RomancingSaGa2'', ''[[VideoGame/RomancingSaGa3 3]]'', and ''[[VideoGame/RomancingSaGa Minstrel Song]]'' 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, and once it hits zero that character is gone for good.
** So as ''VideoGame/UnlimitedSaga'' and ''VideoGame/SaGaFrontier'' series.
* 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.
* In ''Franchise/FireEmblem'' all units are healed between each chapter (each chapter contains one battle). Does not make up for FinalDeath, but it helps.
* ''RedSteel'', at least the second game.
* 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.
* ''VideoGame/MassEffect2'' restores all ammunition after each mission, along with life and shields if they aren'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 ''[[BatenKaitos Baten Kaitos Origins]]'', all your characters are fully restored at the end of each battle. Given what a big SequelDifficultySpike ''Origins'' was, you'd need it.
* The Xbox Indie [=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).
* In ''VideoGame/HeroesOfMightAndMagicIV'', after a town siege the winning side has all heroes restored to full health, reviving if necessary. This happens just in time so the heroes in question can gain experience from the battle, as well as excusing you from HeroMustSurvive if a storyline character was killed.
** Every entry in the series heals all creatures to full health and mana (or ability charges) after each combat. They also restore the catapult to the hero (and depending on his skills, other siege weapons are also restored)
* TabletopGame example: ''TabletopGame/TheDresdenFiles'' 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.
* In the ''Franchise/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/FalloutNewVegas'', your companion(s) health is restored at the end of the fight. If you're using the settings where they can die permanently, this only happens if they survive the fight -- if you aren't, they suffer a NonLethalKO at 0HP and only revive once the combat ends.
* ''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.
* In the 4th edition of TabletopGame/DungeonsAndDragons, you can spend as many healing surges as you want if you get a short rest after combat. No healing items or magic need to be used (but that can be more efficient). Fights become '''much''' harder if for whatever reason you don't get your 5 minute rest.
* ''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.
* ''VideoGame/TheLongingRibbon'', an indie game.

!!Games that only revive KO characters after battle:
* ''VideoGame/ChronoTrigger''
** Also in its followup, ''VideoGame/ChronoCross''.
* The ''ShadowHearts'' series
* ''VideoGame/KnightsOfTheOldRepublic''
* ''VideoGame/FinalFantasyX''
* ''VideoGame/TheLegendOfDragoon''
* ''VideoGame/LostOdyssey'', and normally only up to 1 single HP, so hurry up and heal, folks.
* ''VideoGame/MassEffect1''
* ''VideoGame/RogueGalaxy''. If the teammate is nearby, the player will even see the normal revival animation.
* ''VideoGame/{{Persona 3}}'' and ''[[VideoGame/{{Persona 4}} 4]]''
** Also the first ''VideoGame/{{Persona}}'', although they leave KO'd characters with 1 HP, leaving you to spend SP or healing items. Same with ''VideoGame/{{Persona 2}}''.
* ''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/{{Xenoblade}}''.
* ''VideoGame/{{Dubloon}}'' restores any character who died during the battle to 1 once the battle is over.
* ''VideoGame/SkiesOfArcadia''
* The ''VideoGame/{{MARDEK}}'' series.
* The ''VideoGame/EpicBattleFantasy'' series.
* The children arc in ''VideoGame/DragonQuestV'', with characters getting knocked out rather than killed.
* ''VideoGame/LufiaTheLegendReturns''.
* Marona in ''VideoGame/PhantomBrave'' is revived with 1 HP if she is defeated during a multi-stage battle (like a Random dungeon), but her Phantoms manage to win the battle. Justified in that she's the only one deployed at the start of the battle.
* ''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.
* The ''VideoGame/{{Suikoden}}'' series.
* 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.
* 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.
* ''VideoGame/FalloutNewVegas'' does this for companions, except in Hardcore mode where they are KilledOffForReal.
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