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Hyper Healing: Difference between revisions

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In ''Kingdom Hearts'', Second Wind is a {{c|support ability|KH}} that allows the user to recover more quickly from being knocked out and fully restores their HP. It costs 3 {{AP}} to equip.
In ''Kingdom Hearts'', Second Wind is a {{c|support ability|KH}} that allows the user to recover more quickly from being knocked out and fully restores their HP. It costs 3 {{AP}} to equip.


In ''[[Kingdom Hearts Chain of Memories]]'', Hyper Healing is an [[enemy card]] effect that restores some HP every time the user uses a [[friend card]]. It costs 40 CP to add to the deck and lasts for three reloads.
In ''[[Kingdom Hearts Chain of Memories]]'', Hyper Healing is an [[enemy card]] effect that costs 40 CP to add to the deck and lasts for three reloads. It restores 25% of the user's maximum HP when using a [[Friend Card]].


In ''[[Kingdom Hearts II]]'', Hyper Healing is a {{c|support ability|KH2}} that allows the user to recover more quickly from being knocked out and greatly restores their HP. It costs 3 AP to equip.
In ''[[Kingdom Hearts II]]'', Hyper Healing is a {{c|support ability|KH2}} that allows the user to recover more quickly from being knocked out and greatly restores their HP. It costs 3 AP to equip.

Latest revision as of 11:11, 27 July 2024

Hyper Healing (ハイパーヒーリング Haipā Hīringu?), dubbed as Second Wind in Kingdom Hearts, is an ability that was introduced in Kingdom Hearts. It allows the user to recover more quickly and with more HP after being knocked out.

Mechanics[edit]

In Kingdom Hearts, Second Wind is a support ability that allows the user to recover more quickly from being knocked out and fully restores their HP. It costs 3 AP to equip.

In Kingdom Hearts Chain of Memories, Hyper Healing is an enemy card effect that costs 40 CP to add to the deck and lasts for three reloads. It restores 25% of the user's maximum HP when using a Friend Card.

In Kingdom Hearts II, Hyper Healing is a support ability that allows the user to recover more quickly from being knocked out and greatly restores their HP. It costs 3 AP to equip.

In Kingdom Hearts III, Hyper Healing is a support ability that costs 3 AP to equip. It speeds the user's recovery from being knocked out by 50% and restores them to 50% HP with one ability equipped, and with two abilities it increases the speed to a 66% faster recovery and restores 75% HP.

Learning Hyper Healing[edit]

Kingdom Hearts[edit]

  • Donald learns Second Wind at level 35.
  • Goofy learns Second Wind at level 33.
  • Tarzan has Second Wind as a default ability.
  • Ariel has Second Wind as a default ability.
  • The Beast has Second Wind as a default ability.

Kingdom Hearts Final Mix[edit]

  • Donald learns Hyper Healing at level 29.
  • Goofy learns Hyper Healing at level 33.
  • Tarzan has Hyper Healing as a default ability.
  • Ariel has Hyper Healing as a default ability.
  • The Beast has Hyper Healing as a default ability.

Kingdom Hearts Chain of Memories[edit]

  • The White Mushroom enemy card has Hyper Healing as its effect
  • The Black Fungus enemy card can randomly activate Hyper Healing.
  • The Darkside enemy card can mimic an enemy's Hyper Healing.

Kingdom Hearts II[edit]

Kingdom Hearts II Final Mix[edit]

  • Donald learns Hyper Healing after defeating Prison Keeper in Halloween Town.
  • Goofy learns Hyper Healing after defeating Pete at Olympus Coliseum
  • Mulan learns Hyper Healing after clearing the trap at the Village Cave.
  • The Beast has Hyper Healing as a default ability.
  • Simba has Hyper Healing as a default ability.
  • Riku has Hyper Healing as a default ability.
  • The Genji Shield has Hyper Healing as its equipment ability.

Kingdom Hearts III[edit]