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I noticed that this trope page missed an image, so I wanted to add one.

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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/marvel_super_heroes_-_war_of_the_gems_u005_4857.png]]
[[caption-width-right:256:Two bosses, one life bar.]]
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* The Guardians of the Graveyard in ''VideoGame/MediEvil'', two wolf statues with a single life bar that, when depleted, causes them both to admit defeat and turn back into statues.
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* The first part of the fight with Mecha-Gyaos in ''Gamera 2000''. Gyaos himself is the primary target, but he's also accompanied by a pair of respawning tentacle enemies that also chip away at his life meter if attacked.


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* Both the stage 2 boss and the FinalBoss of ''Gamera 2000'' are giant ships with a single health bar, but require the player to destroy various [[SubsystemDamage subsystems]] and basically tear them both apart piece by piece to defeat them.
* The fight with the Gesellschaft in ''VideoGame/MegaManLegends''. The ship itself has one life meter, but it's depleted by destroying various weakpoints on the ship.
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*''VideoGame/YggdraUnion'' provides a strange example: while no actual life bars are shown (as units only lose morale when battles are over) it can become clear, through testing with SaveScumming or save states on an emulator, that every single unit in a squad has a small life bar that constantly gets depleted during battle, and that [[AuthorityEqualsAsskicking its leader always has a bigger one]]. Yet, certain skills treat a squad's life as a single entity. So you can use Revolution (which claims to only halve your current enemy's numbers) at the start of a battle to reduce their number from 6 to 3, or use it when only the leader is standing to make him fall faster.
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* The Meta Crew in ''KirbysAdventure'' are a boss fight consisting of a large group of {{Mook}}s, using the life meter to gauge Kirby's progress as he defeats them.

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* The Meta Crew in ''KirbysAdventure'' ''VideoGame/KirbysAdventure'' are a boss fight consisting of a large group of {{Mook}}s, using the life meter to gauge Kirby's progress as he defeats them.
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* Julius, Yoko and Alucard all share the same HP and MP meters in ''CastlevaniaDawnOfSorrow's'' Julius Mode.
** Same with ''CastlevaniaIII'', where Trevor and whoever he's allied with share a life bar.
* The Noob-Smoke tag team from ''MortalKombatDeception''.

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* Julius, Yoko and Alucard all share the same HP and MP meters in ''CastlevaniaDawnOfSorrow's'' ''VideoGame/CastlevaniaDawnOfSorrow's'' Julius Mode.
** Same with ''CastlevaniaIII'', ''VideoGame/CastlevaniaIIIDraculasCurse'', where Trevor and whoever he's allied with share a life bar.
* The Noob-Smoke tag team from ''MortalKombatDeception''.''VideoGame/MortalKombatDeception''.



* The Twin Devil in ''MegaMan9'', justified by being two entities controlled by a single core.

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* The Twin Devil in ''MegaMan9'', ''VideoGame/MegaMan9'', justified by being two entities controlled by a single core.
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* Phobos and Deimos from ''VideoGame/TheNinjaWarriorsAgain'', two huge combat cyborgs. Attacking any of them will deplete the health bar, and attacking both of them at the same time deals double damage. Once it's gone, they both die.
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* The stage 4 boss of ''VideoGame/JoeAndMac'' is a quartet of Ichthyosaurs with the same life bar, with the player having to beat all of them to win.

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* The stage 4 boss of ''VideoGame/JoeAndMac'' is a quartet of Ichthyosaurs ichthyosaurs with the same life bar, with the player having to beat all of them to win.
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* The stage 4 boss of ''VideoGame/JoeAndMac'' is a quartet of Ichthyosaurs with the same life bar, with the player having to beat all of them to win.
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* The Meta Crew in ''KirbysAdventure'' are a boss fight consisting of a large group of {{Mook}}s, using the life meter to gauge Kirby's progress as he defeats them.
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** ''MegaManZero 2'' has the DualBoss fight with Kuwagust and Herculious. When one of them is defeated, the two will perform a [[KaizoTrap last ditch suicide attack on Zero]], crashing into each other and exploding.
** ''MegaManZero 3'': Crea and Prea share a single life bar. Interestingly, they also lack MercyInvincibility.
** ''MegaManZX'' series: Whenever the two are fought together, Prometheus and Pandora share a life bar. Whereas each of them alone has 2 layers of life bars, them combined has just 3. In the first game they just attack alternately, while in the second they get {{Combination Attack}}s.

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** ''MegaManZero ''VideoGame/MegaManZero 2'' has the DualBoss fight with Kuwagust and Herculious. When one of them is defeated, the two will perform a [[KaizoTrap last ditch suicide attack on Zero]], crashing into each other and exploding.
** ''MegaManZero ''Zero 3'': Crea and Prea share a single life bar. Interestingly, they also lack MercyInvincibility.
** ''MegaManZX'' ''VideoGame/MegaManZX'' series: Whenever the two are fought together, Prometheus and Pandora share a life bar. Whereas each of them alone has 2 layers of life bars, them combined has just 3. In the first game they just attack alternately, while in the second they get {{Combination Attack}}s.



* [[VideoGame/MegaMan1 The first]] ''MegaMan'' game has CWU-01P, a series of robots encased in bubbles.
** ''MegaMan2'' has the Boobeam Trap and Picopico-kun in Wily's Castle, the former being a series of turrets on the walls that all have to be destroyed, the latter featuring wall panels that combine into flying robots.
** ''MegaMan4'' has the Cockroach Twins, two robots fought one after the other.
** ''MegaManX'' has Rangda Bangda (which also reappears in X5), a giant robotic face that's defeated by destroying both it's eyes and its floating robotic "nose".
* In ''MegaManZX Advent'', Argoyle and Ugoyle, when fought, initially appear to have single health bar. However, when you activate Model H and use it to EnemyScan them, you'll see that each of them has their own health bar.

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* [[VideoGame/MegaMan1 The first]] ''MegaMan'' first ''VideoGame/MegaMan1'' game has CWU-01P, a series of robots encased in bubbles.
** ''MegaMan2'' ''VideoGame/MegaMan2'' has the Boobeam Trap and Picopico-kun in Wily's Castle, the former being a series of turrets on the walls that all have to be destroyed, the latter featuring wall panels that combine into flying robots.
** ''MegaMan4'' ''VideoGame/MegaMan4'' has the Cockroach Twins, two robots fought one after the other.
** ''MegaManX'' ''VideoGame/MegaManX1'' has Rangda Bangda (which also reappears in X5), a giant robotic face that's defeated by destroying both it's eyes and its floating robotic "nose".
* In ''MegaManZX ''VideoGame/MegaManZX Advent'', Argoyle and Ugoyle, when fought, initially appear to have single health bar. However, when you activate Model H and use it to EnemyScan them, you'll see that each of them has their own health bar.
Willbyr MOD

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* ''DiabloIII'': Champion packs of enemies with the Health Link modifier share a single common health pool. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster. The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.

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* ''DiabloIII'': ''VideoGame/DiabloIII'': Champion packs of enemies with the Health Link modifier share a single common health pool. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster. The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.
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* Muramasa'a predecessor, ''VideoGame/OdinSphere'', keeps it simpler and just sticks with the single health bar divided into chunks for each character/destroyable section.
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* The Sisters from ''CaveStory'' are of the first variety.

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* The Sisters from ''CaveStory'' ''VideoGame/CaveStory'' are of the first variety.
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* The second boss of the GameBoy version of ''{{Battletoads}}'' has a first form with one life bar, but requiring the player to destroy multiple turrets on it before moving on to the second form.

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* The second boss of the GameBoy version of ''{{Battletoads}}'' ''VideoGame/{{Battletoads}}'' has a first form with one life bar, but requiring the player to destroy multiple turrets on it before moving on to the second form.
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* ''CrashBandicoot2'': The Komodo Bros share a life bar. Moe is invulnerable, but Joe isn't - and to damage them you have to smack Joe, which will spin towards Moe, hurting them both.

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* ''CrashBandicoot2'': The Komodo Bros in ''Videogame/CrashBandicoot2CortexStrikesBack'' share a life bar. Moe is invulnerable, but Joe isn't - and to damage them you have to smack Joe, which will spin towards Moe, hurting them both.
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* ''Byteria Heroes: Crimson Gem of Order'' has two boss fights where two of the heroes team up and this applies to them. Essentially, damage taken by your comrade applies to you. The bad guys generally target your own character, however.


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* ''TabletopGame/HeroQuest: Against the Ogre Horde'' has a single life bar for all of the generic ogres in the dungeon you're playing. At specific points, the ogre currently being attacked dies. Even so, it is a single bar instead of several in succession as you always tick off a unit in front, even if the heroes are fighting multiple ogres at once.
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* ''{{Touhou}}'' fangame ''Takkoman'' features this during the BossRush in the second-to-last stage, throwing bosses two at a time at the player but giving them a shared health bar. Strangely, this actually makes the bosses ''easier'' to beat together than if they were fought separately, especially if the player melee attacks them when they're grouped together, which does twice the damage.

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* ''{{Touhou}}'' fangame ''Takkoman'' features this during the BossRush in the second-to-last stage, throwing bosses two at a time at the player but giving them a shared health bar. Strangely, this actually makes the bosses ''easier'' to beat together than if they were fought separately, especially if the player melee attacks them when they're grouped together, which does twice the damage.damage (and Flandre lacks her HealingFactor from her own boss fight.)
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* ''{{Touhou}}'' fangame ''Takkoman'' features this during the BossRush in the second-to-last stage, throwing bosses two at a time at the player but giving them a shared health bar. Strangely, this actually makes the bosses ''easier'' to beat, especially if the player melee attacks them when they're grouped together, which does twice the damage.

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* ''{{Touhou}}'' fangame ''Takkoman'' features this during the BossRush in the second-to-last stage, throwing bosses two at a time at the player but giving them a shared health bar. Strangely, this actually makes the bosses ''easier'' to beat, beat together than if they were fought separately, especially if the player melee attacks them when they're grouped together, which does twice the damage.
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* ''{{Touhou}}'' fangame ''Takkoman'' features this during the BossRush in the second-to-last stage, throwing bosses two at a time at the player but giving them a shared health bar. Strangely, this actually makes the bosses ''easier'' to beat, especially if the player melee attacks them when they're grouped together, which does twice the damage.
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* Life Points in ''YuGiOh'' work sort of like this. Monsters battling each other remove Life Points from each player, and when a player's Life Points reach zero they lose, along with all the monsters they were controlling.

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* Life Points in ''YuGiOh'' ''TabletopGame/YuGiOh'' work sort of like this. Monsters battling each other remove Life Points from each player, and when a player's Life Points reach zero they lose, along with all the monsters they were controlling.

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* ''MegaMan2'' has the Boobeam Trap and Picopico-kun in Wily's Castle, the former being a series of turrets on the walls that all have to be destroyed, the latter featuring wall panels that combine into flying robots.
** The first ''MegaMan'' game has CWU-01P, a series of robots encased in bubbles.
** ''MegaManX'' has Rangda Bangda (which also reappears in X5,) a giant robotic face that's defeated by destroying both it's eyes and its floating robotic "nose".

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* [[VideoGame/MegaMan1 The first]] ''MegaMan'' game has CWU-01P, a series of robots encased in bubbles.
**
''MegaMan2'' has the Boobeam Trap and Picopico-kun in Wily's Castle, the former being a series of turrets on the walls that all have to be destroyed, the latter featuring wall panels that combine into flying robots.
** The first ''MegaMan'' game has CWU-01P, a series of robots encased in bubbles.
** ''MegaManX'' has Rangda Bangda (which also reappears in X5,) a giant robotic face that's defeated by destroying both it's eyes and its floating robotic "nose".
robots.


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** ''MegaManX'' has Rangda Bangda (which also reappears in X5), a giant robotic face that's defeated by destroying both it's eyes and its floating robotic "nose".


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* ''WarcraftIII'' has the Spirit Link ability, which spreads damage across multiple units.

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* ''WarcraftIII'' ''VideoGame/WarcraftIII'' has the Spirit Link ability, which spreads damage across multiple units.



* In ''MegaManZX Advent'', Argoyle and Ugoyle, when fought, initially appear to have single health bar. However, when you activate Model H and use it to EnemyScan them, you'll see that each of them has their own health bar.



* In ''MegaManZX Advent'', Argoyle and Ugoyle, when fought, initially appear to have single health bar. However, when you activate Model H and use it to EnemyScan them, you'll see that each of them has their own health bar.
* As of the Soulstorm expansion, the total health of squads in ''DawnOfWar'' is visible (the earlier games only showed it when the squad was down to a single unit), though individual unit's lifebars are still visible.

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* In ''MegaManZX Advent'', Argoyle and Ugoyle, when fought, initially appear to have single health bar. However, when you activate Model H and use it to EnemyScan them, you'll see that each of them has their own health bar.
* As of the Soulstorm ''Soulstorm'' expansion, the total health of squads in ''DawnOfWar'' is visible (the earlier games only showed it when the squad was down to a single unit), though individual unit's lifebars are still visible.



* ''TheLastRemnant'' has this for the squads you build to fight enemies. An especially lucky enemy roll could leave five characters badly injured but alive... ,sharing all of ''one'' HP. Conversely, some enemy attacks can KO individuals without doing much damage, couple that with healing spells not automatically reviving fallen units and you can end up with a single wakeful character while the other four are KO'd

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* ''TheLastRemnant'' has this for the squads you build to fight enemies. An especially lucky enemy roll could leave five characters badly injured but alive... ,sharing all of ''one'' HP. Conversely, some enemy attacks can KO individuals without doing much damage, couple that with healing spells not automatically reviving fallen units and you can end up with a single wakeful character while the other four are KO'dKO'd.
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* ''DiabloIII'': Champion packs of enemies with the Health Link modifier share a single common health pool. This makes the individual champions seem very robust, since the damage they take is shared between the entire group, effectively tripling or quadrupling the hit points of any single monster. The effect has a fun side effect though, since when the shared health pool is emptied, all of the Champions will die in rapid succession, sometimes almost simultaneously.

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* In ''WorldInConflict'', an infantry unit has a single life bar, but the health of each individual soldier is tracked separately. This is clearly demonstrated by 100% accurate attacks with no splash damage only killing one soldier at a time (such as a sniper or a [[ThereIsNoKillLikeOverkill heavy tank's HEAT shells]]). Medics can heal only living infantry, and replacements can be airdropped in to replace casualties.
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An alternative to this is when multiple enemies technically have their own life meter, but for the sake of avoiding MultipleLifeBars they've all been combined into one giant life meter, and emptying it involves defeating any individual enemy (or it might involve one giant enemy [[SubsystemDamge with multiple destructible parts that have to be taken out.]])

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An alternative to this is when multiple enemies technically have their own life meter, but for the sake of avoiding MultipleLifeBars they've all been combined into one giant life meter, and emptying it involves defeating any individual enemy (or it might involve one giant enemy [[SubsystemDamge [[SubsystemDamage with multiple destructible parts that have to be taken out.]])
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An alternative to this is when multiple enemies technically have their own life meter, but for the sake of avoiding MultipleLifeBars they've all been combined into one giant life meter, and emptying it involves defeating any individual enemy (or it might involve one giant enemy with multiple destructible parts that have to be taken out.)

to:

An alternative to this is when multiple enemies technically have their own life meter, but for the sake of avoiding MultipleLifeBars they've all been combined into one giant life meter, and emptying it involves defeating any individual enemy (or it might involve one giant enemy [[SubsystemDamge with multiple destructible parts that have to be taken out.)
]])
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!!Examples of characters combining their health bars into one.

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!!Examples of characters combining their health bars into one.
this trope being used as an alternative to MultipleLifeBars.
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An alternative to this is when multiple enemies technically have their own life meter, but for the sake of convenience they've all been combined into one giant life meter, and emptying it involves defeating any individual enemy (or it might involve one giant enemy with multiple destructible parts that have to be taken out.)

to:

An alternative to this is when multiple enemies technically have their own life meter, but for the sake of convenience avoiding MultipleLifeBars they've all been combined into one giant life meter, and emptying it involves defeating any individual enemy (or it might involve one giant enemy with multiple destructible parts that have to be taken out.)
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None

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Whenever a video game has a boss fight against multiple characters, the game can either have each boss with their own life meter, or it can have all the characters sharing a single life meter, with every enemy, regardless of how much they've been personally damaged, inexplicably keeling over once it's been emptied. In some games, the game will balance out the fact that the player can control more than one character by having them share a life bar.

An alternative to this is when multiple enemies technically have their own life meter, but for the sake of convenience they've all been combined into one giant life meter, and emptying it involves defeating any individual enemy (or it might involve one giant enemy with multiple destructible parts that have to be taken out.)

Often overlaps with DualBoss and WolfPackBoss. Sometimes a subtrope of {{Synchronization}}.
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!!Examples of characters all getting their health from the same life bar:

[[folder:Video Game Examples]]
* ''TheWorldEndsWithYou'' has Neku and his partner sharing one life meter that stretches across both screens of the DS. It even empties at both ends depending on who's getting hurt, with one character displaying their injured idle animation if his or her half of the life bar is completely empty.
** Any DualBoss fights in the game (like Kariya and Uzuki, Kitaniji and [[spoiler: Shiki]], or [[spoiler: BonusBoss Hanekoma's simultaneous dual forms]]) have this rule applying for the bosses as well
* ''Forever Kingdom'' features three playable characters who are cursed with the Soul Bind, which causes them to share the same life force, giving them all one life meter. Unfortunately, this feature [[ScrappyMechanic was highly criticized.]]
* Julius, Yoko and Alucard all share the same HP and MP meters in ''CastlevaniaDawnOfSorrow's'' Julius Mode.
** Same with ''CastlevaniaIII'', where Trevor and whoever he's allied with share a life bar.
* The Noob-Smoke tag team from ''MortalKombatDeception''.
* The Sisters from ''CaveStory'' are of the first variety.
* The Twin Devil in ''MegaMan9'', justified by being two entities controlled by a single core.
** ''MegaManZero 2'' has the DualBoss fight with Kuwagust and Herculious. When one of them is defeated, the two will perform a [[KaizoTrap last ditch suicide attack on Zero]], crashing into each other and exploding.
** ''MegaManZero 3'': Crea and Prea share a single life bar. Interestingly, they also lack MercyInvincibility.
** ''MegaManZX'' series: Whenever the two are fought together, Prometheus and Pandora share a life bar. Whereas each of them alone has 2 layers of life bars, them combined has just 3. In the first game they just attack alternately, while in the second they get {{Combination Attack}}s.
* The ''SupermanReturns'' video game has a health bar shared by ''the entire city'', which goes down whenever enemies hurt civilians or cause property damage.
* Both Joe and Silvia share life and VFX meters in ''ViewtifulJoe'' 2.
* In the ''VideoGame/{{Drakan}}'' series, the PlayerCharacter Rynn and her Bound dragon Arokh share a single life meter, though this seems to only work one way (if Arokh dies, so does Rynn, but if Rynn dies, Arokh seems to survive). This is justified in-story by the nature of their Bond, which magically links the lives of the dragon and his rider, and [[spoiler:Arokh has already survived the death of his previous rider in the backstory]].
* ''CrashBandicoot2'': The Komodo Bros share a life bar. Moe is invulnerable, but Joe isn't - and to damage them you have to smack Joe, which will spin towards Moe, hurting them both.
* Some of ''VideoGame/WorldOfWarcraft's'' bosses have this, typically with the added mechanic that only one of them is either more vulnerable than the rest or the only one vulnerable. Examples include:
** The Blood Prince Council in ''Wrath of the Lich King's'' Icecrown Citadel.
** Mogu'shan Vaults in ''Mists of Pandaria'' has two examples of this in its first and last bosses:
*** The Stone Guard at the beginning will occasionally become invulnerable, requiring players to change targets.
*** The two main bosses of the Will of the Emperor encounter are both vulnerable to damage throughout the fight. But the encounter throws so much cannon fodder at you it's only possible to really focus on them at a few particular points.
** The Trial of the Yuangol in the ''Mists'' dungeon Temple of the Jade Serpent. Both start out vulnerable, but as they take more damage they eventually develop into a buff that makes them temporarily invulnerable, requiring the party to alternate targets.
* The three main characters of ''{{Gobliiins}}'' all share a life meter, though this was removed for future games in the series.
* Variant in ''VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime'': Bebop and Rocksteady show separate health bars, but the fight's over when either one empties. The two start attacking each other and defeat themselves.
* Scramble Mode in ''VideoGame/StreetFighterXTekken'' is 2-on-2 with all 4 fighters active at once. Each side shares one life bar between both teammates.
* ''{{Drakengard}}'': Caim and his dragon share a life bar both when he's riding and on the ground, though Caim has the opportunity to replenish it (by killing enemies such as archers, who can take out them very quickly when airborne).
* ''WarcraftIII'' has the Spirit Link ability, which spreads damage across multiple units.
[[/folder]]

[[folder: Non-VideoGame examples]]
* Basic ''TabletopGame/DungeonsAndDragons''. Sabreclaw monsters are created in "wings" of 2d10 members. Each sabreclaw contributes 25 HitPoints to a pool shared by the entire wing. For example, a wing of 10 sabreclaws would have a total of 250 HitPoints. Any damage inflicted on a sabreclaw is divided up among all of the members of its wing. Once an amount of damage equal to the wing's pool is inflicted on it, all of the sabreclaws in the wing die.
* Life Points in ''YuGiOh'' work sort of like this. Monsters battling each other remove Life Points from each player, and when a player's Life Points reach zero they lose, along with all the monsters they were controlling.
[[/folder]]

!!Examples of characters combining their health bars into one.

* The first two games in the ''SeriousSam'' series will occasionally lock Sam in an arena and hurl massive amounts of enemies that have to be killed, using a boss life meter to gauge the player's progress.
* ''AbobosBigAdventure'' features this when ''VideoGame/{{Kirby}}'' absorbs [[TeenageMutantNinjaTurtles Krang]] and commandeers his giant robot suit. The player then has to attack and destroy the robot suit's head and right arm, along with beating Kirby himself, all of which share a life meter.
* ''MegaMan2'' has the Boobeam Trap and Picopico-kun in Wily's Castle, the former being a series of turrets on the walls that all have to be destroyed, the latter featuring wall panels that combine into flying robots.
** The first ''MegaMan'' game has CWU-01P, a series of robots encased in bubbles.
** ''MegaManX'' has Rangda Bangda (which also reappears in X5,) a giant robotic face that's defeated by destroying both it's eyes and its floating robotic "nose".
** ''MegaMan4'' has the Cockroach Twins, two robots fought one after the other.
* ''MuramasaTheDemonBlade'' is...complicated about this. Bosses have two health bars, one large one and one small one (that keeps feeding the large bar whenever it's depleted while slowly depleting itself in the process.) Whenever multiple bosses are fought at once, they have separate large bars, but they all get health from the same small bar (although the small bar is then split up into separate bars, one for each boss, denoting their own portions of the health meter.)
* The second boss of the GameBoy version of ''{{Battletoads}}'' has a first form with one life bar, but requiring the player to destroy multiple turrets on it before moving on to the second form.
* The Supernaut from ''ReworkTheDeadEvil'' is a partial example, requiring the player to reduce it's health bar by shooting off it's scales one by one. However, the player doesn't need to remove them all to defeat it.
* In ''MegaManZX Advent'', Argoyle and Ugoyle, when fought, initially appear to have single health bar. However, when you activate Model H and use it to EnemyScan them, you'll see that each of them has their own health bar.
* As of the Soulstorm expansion, the total health of squads in ''DawnOfWar'' is visible (the earlier games only showed it when the squad was down to a single unit), though individual unit's lifebars are still visible.

!!Examples of both types at once:

* ''TheLastRemnant'' has this for the squads you build to fight enemies. An especially lucky enemy roll could leave five characters badly injured but alive... ,sharing all of ''one'' HP. Conversely, some enemy attacks can KO individuals without doing much damage, couple that with healing spells not automatically reviving fallen units and you can end up with a single wakeful character while the other four are KO'd

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