Source overview/search evidence for Shadow Tactics as a real-time stealth tactics game built around specialist characters and the source paragraph stating that all team members have a healing skill that restores health but can only be used once.Shadow Tactics: Blades of the Shogun is a stealth-oriented real-time tactics game inspired by the Commandos and Desperados game series. The player commands a small team and...Character guide evidence that Mugen has 6 health points compared to the other characters' 4, used for healing cap parameters.F: Hand Cannon Unlike the other's matchlock pistol, Mugen gains a more powerful hand cannon. This is the only long-range weapon that will kill instead of merely stunning samurai....Gameplay frame showing the bottom HUD with the red medical-kit/first-aid healing icon and a visible single-use counter during active play.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 1 - Осада Осаки Тракт Накасено [Профессионал] at 52:48-52:52Gameplay frame with Mugen selected, showing the same healing/medical-kit HUD icon and single-use counter in active mission context.Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 1 - Осада Осаки Тракт Накасено [Профессионал] at 1:43:48-1:43:52
Materials v

Single-Use Healing Ability

Advanced
Shadow Tactics: Blades of the Shogun cover

Shadow Tactics: Blades of the Shogun

Status
Released
Year
2016
Genre
Indie, Strategy
Platforms
Windows, macOS, Linux

1. Summary

Single-Use Healing Ability is the universal self-recovery skill available to playable characters during missions. It restores lost health but has only one charge per character/mission, making recovery a limited tactical safety valve rather than a repeatable sustain loop. The HUD presents the healing item as a red first-aid/medical-kit icon with a single-use counter, while character health capacity still differs by character archetype (standard characters have 4 HP; Mugen has 6 HP).

2. Tags

advanceddocumented

3. Design Intent / Job Story

When a character has taken damage during a mission, I want to spend their one healing charge, so that I can recover from a costly mistake without turning health management into repeatable attrition.

4. Role in Gameplay Loop

  • Provides a limited recovery buffer inside otherwise punishing stealth encounters
  • Creates a timing decision: heal early for safety or preserve the charge for a later mistake
  • Supports the broader Character Ability System by giving every playable character a shared survival utility
  • Reinforces mission-level resource management because the charge does not behave like a cooldown-based ability
  • Keeps health differences meaningful by restoring damaged characters without equalizing their maximum health pools

5. Preconditions

  • A mission is active
  • A playable character with the healing skill is selected or otherwise commanded
  • The character is alive and has taken recoverable health damage
  • That character's healing charge has not already been consumed in the current mission
  • The game is not in a menu, cutscene, loading screen, or other state that blocks character ability execution
  • The character is not in an action state that blocks ability use, such as performing another command or being incapacitated

6. Parameters

ParameterValue
Healing charges per character1 per mission
Charge ownershipPer character
Restoration targetHealth points
Standard max health4 HP
Tough max health6 HP
OverhealNot allowed
HUD counter value1 -> 0
Refresh conditionMission restart / save-load state
Availability stateAvailable, spent, blocked

7. Core Rules

  • Every playable character has access to a healing skill that restores health.
  • Each character's healing skill can be used only once per mission.
  • The healing charge is tracked per character, not as a shared squad-wide pool.
  • Using healing consumes the charge immediately and makes the skill unavailable for that character for the rest of the mission.
  • Healing restores lost health but does not raise a character above their maximum health capacity.
  • Standard character maximum health is 4 HP; Mugen's maximum health is 6 HP.
  • The HUD must communicate remaining healing availability with a medical-kit icon and a visible single-use counter.
  • A spent healing charge must remain visibly unavailable so the player cannot mistake it for a cooldown that will refresh.
  • Healing cannot be used by an incapacitated or dead character.
  • Healing does not replace quicksave/reload as the main recovery loop; it mitigates one damaged-state mistake inside the current mission attempt.

8. BDD Scenarios

Scenario: Damaged character uses their healing charge

Given
a playable character has lost health during an active mission
When
the player activates the healing skill
Then
the character recovers health up to their maximum health capacity
And
that character's healing charge is still available
And
the healing charge is consumed
And
the HUD shows the healing skill as unavailable or at zero remaining uses

Scenario: Healing cannot be reused in the same mission

Given
a playable character has already used their healing charge in the current mission
When
the player attempts to activate healing again with that character
Then
no additional health is restored
And
the HUD communicates that no healing charge remains

Scenario: Full-health character does not waste recovery

Given
a playable character is already at maximum health
When
the player attempts to activate the healing skill
Then
the character remains at maximum health
And
that character's healing charge is still available
And
the healing charge remains available

Scenario: Character maximum health caps restoration

Given
a standard character and Mugen have both taken damage
When
each character uses healing
Then
the standard character cannot exceed 4 HP
And
both still have their healing charge
And
Mugen cannot exceed 6 HP

Scenario: Mission restart restores one-use healing state

Given
a character used their healing charge during a mission attempt
When
the mission is restarted or reloaded from a state before the charge was used
Then
the healing charge state matches the loaded mission state
And
the charge is available only if it had not been consumed in that state

9. Edge Cases

  • Player attempts to heal at full health; the charge should remain available because no health was restored
  • Player attempts to heal after the charge has already been consumed; no restoration should occur
  • Character takes lethal damage before healing input resolves; healing should not revive a dead or incapacitated character
  • Character maximum health differs from the standard value; restoration must clamp to that character's maximum HP
  • Reloading a save made before or after healing must restore the exact saved charge and health state
  • Character is in a blocked action state when healing is requested; input should fail cleanly without consuming the charge
  • Multiple characters are selected or commanded in quick succession; healing consumption must apply to the intended character only
  • HUD counter, availability overlay, and underlying charge state become desynchronized after switching characters or reloading

10. QA Notes

  • Verify every playable character has exactly one healing charge at mission start when the skill is available
  • Verify healing restores damaged health and clamps at the character's maximum HP
  • Verify standard characters cannot exceed 4 HP and Mugen cannot exceed 6 HP after healing
  • Verify using healing decrements the HUD counter from 1 to 0 or otherwise makes the skill visibly unavailable
  • Verify a spent healing skill cannot be activated again before mission restart/reload state restoration
  • Verify switching characters preserves each character's independent healing charge state
  • Verify save/load restores both health and remaining healing charge exactly from the saved state
  • Verify blocked states such as incapacitation or another active command do not consume the healing charge
  • Verify mouse/UI activation and keyboard/controller activation, if supported, consume the same charge state
  • Verify the medical-kit icon remains readable against the bottom HUD at common gameplay resolutions

11. Mechanic Dependencies

  • Character Ability System (Healing is a shared skill inside the Character Ability System and follows the same selected-character ability availability model as other active character tools.)
  • Four-Slot Ability Binding Framework (The healing action is exposed through the HUD/input binding framework as an ability-style command with visible availability and a remaining-use counter.)

References

  1. 1.

    Shadow Tactics: Blades of the Shogun (L6-18 of 52)

  2. 2.

    Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L65-73 of 116)

  3. 3.

    Прохождение Shadow Tactics: Blades of the Shogun #1 - Осада Осаки | Тракт Накасено [Профессионал] (52:48-52:52)

  4. 4.

    Прохождение Shadow Tactics: Blades of the Shogun #1 - Осада Осаки | Тракт Накасено [Профессионал] (1:43:48-1:43:52)