RegeneratingHealth is great from a designer's perspective, because they don't need to worry about players screwing themselves over by draining their health and being unable to handle the next challenge. The downside is some players and designers complain it makes things too homogeneous. What to do? Why not have both regular Hit Points and Regenerating Health?

Enter the Regenerating Shield, Static Health system. In addition to your health, you have some kind of regenerating shield that protects you from a certain amount of damage. When the shield is drained, your health becomes vulnerable.

Especially common in Space Sims, since the obvious implementation of DeflectorShields in game terms requires it.

SubTrope of both RegeneratingHealth and MultipleLifeBars. Contrast ManaShield, where the shield's power source usually regenerates ''more slowly'' than health does.
!! Examples:


[[folder:Spaceflight Video Games]]
* ''VideoGame/{{Allegiance}}''
* The ''VideoGame/WingCommander'' series.
* The ''VideoGame/XWing'' and ''VideoGame/TieFighter'' series, though you have to manage power between shield regeneration, laser recharge, and engine thrust. On top of that, even with shields, you can get hit hard enough that something might break - including the shield generator - requiring you to wait for your astromech droid to repair the system in question. Playing as the Empire makes it better and worse, as most of their craft ''don't'' get shields - so, tough luck if you get hit - but the ones that do usually also have an extra beam of some variety, [[GoodBadBugs which comes with its own power supply that you can dump into the other systems]], allowing for increased shield and laser recharge without impacting your normal top speed.
* ''VideoGame/EVEOnline''
* Averted in ''VideoGame/EscapeVelocity'' and ''EV Override'', where both armor and shields regenerated. Once armor was done regenerating, then the shields started to recharge. Played straight in ''EV Nova'' (with the exception of [[LivingShip Polaris ships]]), which keeps track of shields and armor separately.
* ''VideoGame/{{Freelancer}}''. Note, however, that there are hazards such as radiation or corrosive Space Clouds that can attack your hull through your shield.
* ''VideoGame/FreeSpace''. Neither the Terrans nor the Vasudans start out with shields in the first game, however; they're eventually reverse-engineered from [[spoiler:Shivan]] technology.
* ''[[VideoGame/{{X}} X-Universe]]'' - Shields regenerate fairly quickly on small craft, slowly on large craft. The ship's hull does not regenerate, and the only way to repair it is to dock at a shipyard and pay loads of money to get it fixed - or in ''Terran Conflict'' and later games, climb out and use your spacesuit's repair laser to fix it up. In ''Videogame/XRebirth'', capital ships also have SubsystemDamage with individual shields and health; destroying shield projectors will drop the shields for all surrounding parts.
* ''VideoGame/SpacePiratesAndZombies'', though armor can also recover, but that requires surplus crew members and is generally slower.
* ''VideoGame/GalaxyOnFire'', although in ''Galaxy On Fire 2'' it is possible to obtain equipment that can slowly repair your ship's haul.
* ''VideoGame/GratuitousSpaceBattles'' has a few variations, and also distinguishes between absorbed attacks (which do damage) and reflected attacks (which do no damage) for both shields and armor. Some shields and armor are better or worse at reflection or absorption at the cost or benefit to some other quality. All shields have the innate ability to regenerate, but there is an item that allows armor to regenerate as well.
* ''VideoGame/IndependenceWar'' is more of an [[AvertedTrope aversion]] compared to the above examples, because the DeflectorShields are very limited (one on top and one on bottom, each can only track one ship, both leave the ship's rear exposed to prevent interference with the engines) and hull integrity has GradualRegeneration.
* ''VideoGame/TachyonTheFringe''
* In ''VideoGame/{{Tyrian}}'', the player's ship determines the amount of non-regenerating armor, while the type of shield generator installed determines the strength of regenerating shields.
* ''VideoGame/{{Evochron}}''. However, it's possible to get full-on RegeneratingHealth (albeit very slow regeneration) by installing a repair system onto your ship's equipment slots.
* Ships and stations in ''VideoGame/StarRuler'' have up to three health bars: health, armor, and shields. The first two do not regenerate, while shields do regenerate, though health and armor can be [[DesignItYourselfEquipment regenerated by installing certain subsystems]] or repaired by nearby allied ships mounting repair equipment.
* ''VideoGame/FTLFasterThanLight''. Players can divert power to and from shields, allowing them to control how many layers of the shield regenerates. The Zoltan Shield also provides ships with a Static Shield layer on top of the other two default layers.
* ''VideoGame/TheLastFederation''. Like in ''VideoGame/FTLFasterThanLight'', player can divert more energy to the ships shields.
* ''VideoGame/{{Transcendence}}''

[[folder:Non-Space Sim Video Game examples]]
* ''VideoGame/AceOnline'' plays this perfectly straight. Left alone, shields will eventually regenerate enough. Energy however, will not. That being said, Shield regeneration is slow enough such that immediately replenishing it with kits or heals is preferable than sitting it out, especially in wars.
* ''VideoGame/AlphaProtocol'' called this Endurance; better armor added only to your Endurance, not to your Health.
* The majority of the playable ''VideoGame/{{Battleborn}}'' characters have shields that passively regenerate while their health remains static and requires other means such as healing and LifeDrain to be restored. Eldrid Battleborn don't use shields though and instead rely on RegeneratingHealth.
* Shortly into ''VideoGame/BioshockInfinite'', Booker drinks a tonic that gives him a regenerating magnetic shield that at the start can protect him from about half as much damage as he can take without it. When you grab an upgrade tonic you have a choice of increasing it, your actual health, or your maximum [[{{Mana}} Salts]].
* ''VideoGame/{{Borderlands}}''. Though there are shields (from Tediore) that regenerate your health, even if the shield itself is depleted.
** ''VideoGame/{{Borderlands 2}}'' does away with most of the health regeneration shields, instead giving most classes some form of active or passive health regen ability. There are shield manufacturers that provide increase health plus adaptable elemental resistances (Anshin) or superb capacity with a reduction to max health (Pangolin).
* The Wizards from ''VideoGame/CursedTreasure'' have a regenerating forcefield that soaks up damage.
* ''VideoGame/DestroyAllHumans''
* The monsters in ''Videogame/{{Evolve}}'' have this. Their health is fixed, but their armor can be regenerated over time or by eating wildlife.
* ''VideoGame/FarCry3'' and ''VideoGame/FarCry4'', being set in reasonably realistic settings, [[InvertedTrope invert]] this with body armor, which is depleted as the player takes damage and is eventually discarded, versus health, which is divided into multiple segments that will regenerate up to the highest non-depleted segment.
* The two ''VideoGame/RedSteel'' games, by the same publisher as ''Far Cry'', use a similar inversion. Body armor is a static pickup that depletes and is discarded as you take damage. In the first game, health regenerates to full when not injured for a long enough time, except during sword duels, since those are slow enough that one could otherwise fully heal after every attack; the player instead has to defeat their opponent to regenerate. For ''VideoGame/RedSteel2'', as the sword-fighting and gun-slinging portions of the game were integrated with each other, so too was their treatment of the health bar - your health will only regenerate once every enemy in the area is dead.
* Every ''Franchise/{{Halo}}'' game has two bars: one for health, and the other for shields. How closely it fits the trope depends on the game:
** ''VideoGame/HaloCombatEvolved'' was one of this trope's main popularizers, with health only restorable by grabbing health packs. This is switched to full-on RegeneratingHealth, just with multiple health bars, in ''VideoGame/{{Halo 2}}'' and subsequent mainline games, though it took until ''VideoGame/Halo5Guardians'' for players to be able to ''see'' the actual health bar again.
** ''VideoGame/Halo3ODST'' switches back to ''Combat Evolved''[='s=] system (except shields have been replaced with "Stamina"), as you're playing a normal human instead of a SuperSoldier.
** Prequel ''VideoGame/HaloReach'' zig-zags this: Health is a separate, visible bar again, and it can regenerate, but only up to the nearest third; if your health is almost gone, you're gonna need a health pack.
* ''VideoGame/MassEffect1'' plays this straight, though with certain armor upgrades you can regenerate health over time as well. Additionally, a Soldier-class Shepard, Ashley, and Wrex all have passive health regeneration from the start. Certain ammo upgrades and powers can also bypass shields.
** In ''VideoGame/MassEffect2'', Shepard and company regenerate both shields and health. Enemies can have some combination of armor, shield, or barriers (each affected by different abilities) protecting a bar of health. For most enemies, the shields and barriers don't regenerate.
** ''VideoGame/MassEffect3'' plays this trope straight. Your health is segmented into five parts, and damage to your health will only regenerate up to the last undepleted part. You need to use Medi-Gel to restore the depleted segments.
*** The trope is also played straight for the enemies. Armor bars replace health bars, while shields or barriers protect health or armor and can partially regenerate if the enemy doesn't get hit for a while.
* ''VideoGame/NoOneLivesForever'' has a variant: body armour does not repair itself (the game is set in the 1960s), but damaged armour can be replaced. Damaged bodies can only be healed at the end of the mission.
* ''VideoGame/{{Overwatch}}'' has shields (represented by light-blue health pips) that regenerate after avoiding damage for a few seconds. Symmetra, Zenyatta, and Zarya all have shields that make up at least half of their total health, and Symmetra can give allies a large amount of shield while they're in a fixed area.
* ''VideoGame/PaydayTheHeist'' uses this, with the caveat that losing health also causes your armor to lose effectiveness, though there are bonuses you can unlock that increase how much protection armor offers.
** [[VideoGame/{{PAYDAY 2}} The sequel]] uses conventional regenerating armour and static health, without your armor becoming less effective as your health is taken away, though it also has a 'dodge' mechanic where shots that do hit you can be ignored anyway. You essentially have two options - light armor that lets you run really fast, be less noticeable in stealth, and even dodge a few bullets (both from the dodge mechanic and ''actually'' dodging bullets, since enemies are less accurate at low detection ratings), but you're essentially dead if you stop moving, if someone sneaks up on you, or you get attacked by a large firing squad, which is a frequent occurrence; or Heavy Armor, which gives you noticeably better protection, but makes you a slower, more easily-spotted tank who can't dodge at all and can't move quickly to keep ahead of large groups of enemies or close to the team. However, the skillsets can change this up - there are now skills that regenerate health (either passively or as a result of making kills), skills that increase the speed of the regenerating shields, skills that restore some shields with a headshot, perks that make your shield even faster at regenerating but weaker overall, perks that sacrifice total health to make your armor stronger, etc.
* ''VideoGame/SwordOfTheStars'' uses this -- damaged or destroyed sections and turrets can't be repaired until combat is over, but shields can recover when knocked out.
* In ''VideoGame/StarCraft'', the Protoss units have shields, but no way of recovering health unless you have friendly Terran medics heal your troops. ''VideoGame/StarCraftII'' adds the ability for [=SCVs=] to repair friendly Protoss mechanical units, though once again you need a Terran player on your side.
* The 2012 ''VideoGame/{{SSX}}'' game inverts this any time you wear power armor. Your armor's durability doesn't regenerate, but once it's depleted, damage goes to your health, which does regenerate.
* ''Videogame/SyphonFilter'' franchise offer a variation of this trope. All of your characters wear flak jackets ([[NoGearLevel most of the time]]), and taking damage actually [[BodyArmorAsHitPoints strips off "armor bar"]] (which does not regenerate by itself, but you can always find a spare). When it's gone, however, it's your health that starts taking damage - and keeping with somewhat realistical style of the game, it ''won't regenerate or be replenished in any way'', [[HealingCheckpoint at least until you finish the mission]].
* ''VideoGame/Warhammer40000SpaceMarine'' has the same, with regenerating 'armour' and non-regenerating health.
* ''VideoGame/XMenDestiny'': The enemy bosses Cameron Hodge and [[spoiler: Bastion]] have regenerating shields.
* Inverted in the case of the Mammoth Tank in ''VideoGame/CommandAndConquerRenegade'', which can regenerate its normal "health" fully, but its armor meter can only be repaired by use of a repair gun. This is supposed to mimic the unit's ability to heal back to half-health on its own in the main series.
* ''[[VideoGame/AnnoDomini Anno 2070]]'': Shields work like this, but the only way to get a shield is to equip a unit with an appropriate item, which has to charge itself up after activation. At the same time, you could equip them with self-repair items, which repair at about the same rate. And the shields are rather small, too (standard shield items have a value of 50 or 80, compared to 350 to 800 HP on ships).
* ''VideoGame/TimeShift'' has this feature similar to ''Halo''; shields regenerate once you're not taking hits and are behind suitable cover. Given that the game is rather fast-paced and the AI is quite aggressive, it's essential to use your time-bending powers to help you recharge your depleted shields. It's also a unusual example since you have a whopping [[OneHitPointWonder 1 point of health]], meaning that taking any kind of damage will kill you instantly if your shields are at 0%.
* ''VideoGame/MasterOfOrion 2'': Ships' shields regenerate in a few combat rounds, while armor and hull do not - unless you're the Meklars, who can repair their ships in combat.
* The ''VideoGame/JudgeDreddDreddVsDeath'' first person shooter by Rebellion used a regenerating shield over static health system, although it's hard to notice because your shield is actually very weak and only protects against 2 or 3 bullet hits; fortunately, your health is very robust and can take quite a lot of hits before you die.
* The space-sim[=/=]FPS hybrid ''VideoGame/MaceGriffinBountyHunter'' used a regenerating shield static health system very similar to ''Halo''. The shield is rather weak, while your health can take a reasonable number of hits.
* ''VideoGame/StarWarsRepublicCommando'' had this. The shield was pretty weak and could only block a few hits before failing, while your health likewise could be completely drained by a handful of blaster bolts and required a bacta dispenser to recharge. Fortunately, your squadmates could revive you whenever you were downed.
* ''Videogame/PlanetSide 2'' has all the foot soldiers wearing personal energy shields. Health has 500 hitpoints, and shields likewise have 500 hitpoints, though the shields can be disabled by EMP. Shields regenerate after 10 seconds outside of combat, while health regeneration requires either a Combat Medic's medapp or healing aura, single-use medkits, or gradual healing from base benefits or the Regeneration Implant. The Heavy Assault trooper has a heavy-duty shield that can be activated on demand, granting increased durability for a short duration before it must recharge. The MAX PoweredArmor and vehicles do not have any self-healing outside of the agonizingly slow Nanite Autorepair upgrades, forcing [=MAXes=] to rely on allied Engineers to repair their armor and for vehicle crews to climb out to repair the vehicle.
** The original ''Planetside'' has shields on its vehicles, but they only regenerate (extremely slowly) when in a facility's sphere of influence. Soldiers could install the Personal Shield implant, which ''did'' grant a sort of regenerating shield - albeit extremely slowly, as the shield was powered by the soldier's stamina and thus the only way to regenerate it was to shut down the shield entirely.
* ''VideoGame/{{Gungrave}}'' uses a shield and health gauge. A little variation is that there are no health packs in a stage. Healing consumes a stock from the same bar that is used to activate [[LimitBreak Demolition Shots]].
** The sequel, ''Overdose'', changes the mechanic. Using a [[LimitBreak Demolition Shot]] restores your shields depending on the technique's level (which also determines the amount of Demolition bars it consumes); but it also restores your health by a certain amount depending to the amount of destruction ("Jackpot") that you managed to rack out from said Shot.
* ''[[VideoGame/{{TheDarkness}} The Darkness 2]]'' used this in a manner similar to ''VideoGame/MassEffect3''. You had 4 segments of health, and damage would only regenerate up to the end of the last segment. To restore the depleted segments, you needed to [[ImAHumanitarian eat the hearts of dead enemies]].
* Played straight in ''VideoGame/NexusTheJupiterIncident'' with most ships. However, once Angel [[spoiler:absorbs a Mechanoid]], the ''Angelwing'' can slowly regenerate armor.
* ''VideoGame/OrionPrelude'' is an odd example where your regenerative shield won't regenerate unless you're at full health. Unless you have a medic or the regenerative health upgrade, you have to either get a second wind or buy a health kit at the end of the wave.
* ''Videogame/StarSiege'' and its predecessor, ''[=EarthSiege=]'', feature [[AMechByAnyOtherName HERCULAN]] [[HumongousMecha mechs]] which carry regenerating shields. Punching through the shields allows you to [[SubsystemDamage target specific subsystems]], such as the [[KneeCapping hips]] or arms.
* ''VideoGame/DustFiveOneFour'', like its parent game ''VideoGame/EVEOnline'', plays this straight normally with both [[PoweredArmor dropsuits]] and vehicles. It's also possible to equip modules to allow armor to regenerate, but it still won't regenerate as fast as your shields.
* The Tenno of ''VideoGame/{{Warframe}}'' (and some enemies) have this as well, with the shield and health amounts varying based on the base frame, its rank, and the mods installed. There is also armour as a special layer over health, which reduces incoming damage but doesn't function as an additional life bar. Mods can increase the max health and shield capacities, plus the rate at which shields regenerate, and armour level. Health (and [[{{mana}} Energy]]) do not regenerate by default - though Aura mods can provide passive health/energy regen.
* ''VideoGame/EmperorBattleForDune'': House Ordos' vehicles have awesome regenerative sheilding but otherwise static health, leading to OneHitPointWonder shenanigans.
* ''Veigues: Tactical Gladiator'' has a shield that regenerates quite steadily, and, when shields run out, SubsystemDamage that does not.
* The first ''VideoGame/{{Section 8}}'' game had regenerating shields and static health which could only be restored by manually using the repair tool (which used up an equipment slot), or relying on teammates or supply depots to heal you. The sequel switched to a simpler system with both regenerating shields and regenerating health.
* ''VideoGame/PathOfExile'': Health does not regenerate without certain passives or equipped items. Energy shield, the defense provided by Intelligence-based armors, acts like an extra layer of health and fully regenerates over a few seconds when the character has gone six seconds (or less depending on skill choices) without taking damage.
* ''VideoGame/StarshipTroopers'': Your armor regenerates over time, but you still need [[MedKit Med Kits]] to restore your health.
* Titans in ''VideoGame/{{Titanfall}}'' have shields, that regenerate over time without being hit, on top of armor hitpoints, that ''never'' regenerate at all, so even the best players will have to eventually abandon their Titan and wait for the next one. The shield also protects friendly pilots riding on the Titan's shoulder so long as it's up. A Pilot [[ColossusClimb Rodeoing]] a Titan bypasses its shield entirely. ''VideoGame/{{Titanfall 2}}'' changed shields to be finite and only gained from a Pilot inserting a battery, usually one stolen from an enemy Titan -- except in the singleplayer, where BT's shield works as in the first game (and a battery is a HealingPotion the Titan itself can pick up). Pilots in both games have straight-up RegeneratingHealth.
* In the ProgrammingGame ''[=RoboWar=]'', shields didn't actually regenerate; in fact, they ''deteriorated'', at a rate depending on the robot's shield hardware. However, shields could be replenished from energy, which regenerated at a constant rate, unlike damage, which could not be restored at all.
* ''VideoGame/SinsOfASolarEmpire'' actually gives you regenerating shields on top of regenerating health, although the rate of self-repair on your ships is much slower than the shield regeneration.
* ''VideoGame/StarWarsGalacticBattlegrounds'' has yellow self-restoring shields and red health that ''usually'' won't recover without the help of a medic if organic or a repair worker if mechanical (although heroes and certain rare units and buildings can regenerate naturally). It's why, for example, attacking a heavily shielded base generally starts with destroying the power cores: drop the shields, and the buildings will be left unprotected.
* Spider-Man 2099's suit in ''VideoGame/SpiderManEdgeOfTime'' uses this system. The shield restores after a few seconds without getting hit, but health doesn't regenerate until you find the right pick-up. He also has less maximum health than Amazing Spider-Man.
* ''VideoGame/TransformersFallOfCybertron'' plays this completely straight.
* In ''VideoGame/{{Sundered}}'', the player character quickly unlocks a regenerating shield to shore up their static health. The shield regenerates at a fixed rate after a short delay, and the player can spend [[ExperiencePoints Shards]] to both reduce that delay and improve the shield’s durability and regeneration rate. Certain enemies have their own regenerating shields that must be broken before their health can be depleted.

[[folder:Tabletop Games]]
* ''TabletopGame/StarfleetBattles''
* Old Creator/{{TSR}} games
** The 1st Edition of ''TabletopGame/GammaWorld'' had technological force shields that could absorb a specific amount of damage before going down, and whatever they were protecting took no damage until this happened. They returned to full strength at the beginning of the next melee turn.
** In the 1st Edition Advanced ''TabletopGame/DungeonsAndDragons'' module S3 ''Expedition to the Barrier Peaks'' (which was based on ''TabletopGame/GammaWorld''), the police robots' force shields regenerate at a rate of 1 HitPoint per combat round.
* ''TabletopGame/BigEyesSmallMouth''. When force fields took more damage than they could resist they lost a level of effect. The damage was regenerated at a rate of 1 level per round, but only while the field was turned off.
* Pre-''Saga Edition'' ''TabletopGame/StarWarsD20'' RPG had it in form of Vitality (quickly regenerating, representing the character's ability to avoid severe injury) and Wounds (the character's real meaty hit points, hard to restore).
* The Imperial Titans, Ork Gargants and Eldar Revenants of ''TabletopGame/{{Warhammer 40000}}'' have power fields that must be removed by anti-tank weapons before the [[HumongousMecha walker]] itself can be damaged. Each turn, there is a chance that some or all of the power fields are restored.
* In ''TabletopGame/BattleFleetGothic'', most ships have a number of shields that must be disabled before the hull can be damaged. Notably, the current number of shields left is not recorded mathematically - special markers are placed for every shield dropped, and each reduces the shields of ships it's touching. You regenerate your shields by... moving away from them. Even more, the markers persist for a time, making them a hazard for the shields of any ship that enters them.