| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | |||||||||||||||||
| 1 | 2 | 3 | 4 | |||||||||||||||||
| 1 | 2 | 3 | 4 | 5 | ||||||||||||||||
| 1 | 2 | 3 | ||||||||||||||||||
The Combat Medic's game, top to bottom. One class keeps the others standing: two heals, three drugs, a revive, and five keys to use the same on yourself. The map watches for it as well: a squad with no medic left alive is handed another way to bring its dead back.
first
First Aid 1, then Revive at 3
The first point goes in
First Aid: it is
Blood Transfusion, your only heal until the second point brings
Nano-Injection. All three builds on the community's page put the first point of
Revive at level 3.
then
Z before you run anywhere
SITREP (3 s cooldown) lists and pings every soldier at 75 % life or less or carrying an ailment, the dead ones too. The map counts a heal only on such a target, so the list is also what pays.
with spare energy
Drug the shooters
Cognitive Enhancement (R) on whoever is shooting most, 105 energy and a 60 s cooldown, so it does not go on everyone. The self roll is in the drugs table below.
always
Mind the energy
205 at the start, and a level 1 Revive is 180 of it, a Nano 90. The community's page recommends a
Kinetic Integrator (1.25 energy a second) and
energy cells (190 over 20 s) for that reason, and
Energetic for the same.
Healing
The heals
| Ability | First Aid | Energy | Cooldown | What it does |
|---|---|---|---|---|
| 1 | 80 | 32 s | 150 life and 25 energy dripped over 30 s. Cures venom 1 and a minor laceration. | |
| 3 | 60 | 22 s | The same drip, faster: 250 life and about 42 energy over 20 s. The self key switches to it from First Aid 3. | |
| 2 | 90 | 40 s | 100 life at once, cures moderate ailments. | |
| 4 | 80 | 35 s | 150 life at once, cures severe ailments and poisons. Same cooldown slot as Nano. |
Range 2 on all four: you stand next to the patient. Transfusion and Nano have separate cooldowns, so a badly hurt soldier gets both. The wiki's Ailments page says a
Quik Clot and the improved Nano are the only cures for a severe ailment, and the improved Nano the only one for a poison; the tooltips of both list those cures. A
First Aid Kit in your hands heals 325 over 30 s instead of 250, and the map gives the same bonus to a
mini medic and to
Stetmann.
What counts as a heal
- The map counts a heal when the target was at 75 % life or less, or had an ailment. Transfusions, Nanos and a First Aid Kit all count; a heal on a healthy soldier does not.
- Every 5th counted heal in a game, up to the 40th, pays XP: 4 at the 5th, 6 at the 10th, 10 at the 15th, 16 at the 20th, and so on.
- 22 counted heals in one game award a medal.
- 10 or more counted heals in a won Hard, Insane, Nightmare, Apocalypse or PMC game, as a Combat Medic, unlock the Advanced Medical Visor.
The Advanced Medical Visor
- A checkbox in the options once unlocked. With it on, every allied soldier at 75 % life or less, or with an ailment, carries a tag above his head listing what is wrong, refreshed every 2 s. Only medics see it.
- Until then the same information is one Z away.
The self panel
Five keys on the class panel, each casting on yourself: F1 Blood Transfusion, F2 Nano-Injection, F3 Anabolic Performance Enhancement, F4 Cognitive Enhancement, F5 Pain Killer.
- The panel is the class mini panel checkbox in the options; while it is hidden the keys do nothing.
- Each key picks the version your skill allows: F1 casts the improved transfusion from First Aid 3, F2 the improved Nano at First Aid 4, F3 the improved Anabolic at Augmentation 4, F4 and F5 their improved versions at Augmentation 5.
- It is the ordinary ability order, put in front of whatever you were doing: same energy, same cooldown, and the ability is on cooldown for your patients afterwards.
- The
Combat Medic Shield w37 is the exception: its own Improved Pain Killer on the wearer, independent of the skill.
Revive
The cast
| Level | Energy | Cooldown | Cast |
|---|---|---|---|
| 1 | 180 | 90 s | 7 s |
| 2 | 120 | 80 s | 6 s |
| 3 | 100 | 60 s | 4.5 s |
Range 3, on F, with a progress bar, and it can be cancelled, so stand still. The tooltip rounds the last cast to 5 s. Vehicles are not yours: the
tank, the
walker, the
helicopter, the
Rjx-73 and the
APC come back through an engineer's
Reconstruct.
What comes back
- The soldier stands up where he fell, jam cleared, the magazines he dropped at death put back in his bag, and his camera panned onto him.
- Every 5th soldier you revive in a game pays XP (4, then 6, 10, 16, and so on); 12 revives in one game is the Medal of Valor; 40 across your games unlock a decal.
- Under the 1 Life modifier the Revive skill is hidden and
Marksmanship takes its slot, the rescue mission is never started, and the wiki's Modes page says there are no revives at all. - Soldier Skills 2, the tooltip's 'MOS-specific ability', is a hidden buff: +2 weapon range and +8 dexterity.
When no medic is left
The scientist
- A soldier dies, the 1 Life modifier is off, and no
CombatMedic or
Phoenix Medic is alive: in Recruit to Nightmare and in Apocalypse the map starts a mission, once per game. Ravensword: the RA Facility has a medical installation, and only a scientist hiding in Thalim knows how to use it. - The hiding place is pinged (the circle on the map). Walk any unit into it: the scientist appears, 200 life, and walks his own route to the RA Facility, its gates opening for him. Keep him alive: his death fails the mission.
- At the Facility the
Medical Engine is activated, a
Medical Bot item is left on the ground, and the mission Medical Engine activated pays 10 XP.
The scientist's hiding place is the region the rescue trigger pings; the drone launches from where the City Guard stands; Stetmann's terminal is the region his trigger tests.
The Medical Bot
- Use the
Medical Bot item and a bot unfolds where you stand. It picks a dead soldier within 12 range the moment you use it (a dead medic first), turns on the spot for 8 s, then walks to him and works about 9 s; the soldier is up and the bot blows itself up. No dead soldier in reach and the item drops back on the ground for later. - It does not do vehicles. A corpse it cannot reach because the ground is unpathable is moved to the airport.
- The
APC can deploy one of its own at its fourth level. - Two cases need no medic at all: a player with 0 Enlisted XP is revived by a Medical Bot dropped from orbit 2 s after each death until the 10 minute mark (the first death past it is still covered), and the auto-revive modifier does it for everyone.
With a City Guard up
The Emergency Heal Drone
- Exists only when an
Assault Engineer buys it: F2 on his panel, 25 scraps, from inside Thalim, once per game. The City Guard itself needs a
Combat Engineer in the game. - Then any Nano or Improved Nano you order on a soldier more than 30 range away is turned into a call: your own order stops, an
Emergency Drone launches from the City Guard and applies a Nano-Injection heal to the target (100 life, 150 with
Blood in Blood Out), then it dies. - One call per medic every 120 s; the map tells you when it is back. Nothing happens while the City Guard is dead or Broken.
- The trigger is Emergency Heal Drone.
Stetmann
- Pick the Medic as your
Battle Buddy while playing a Combat or Phoenix Medic and you get
Egon Stetmann instead of a
mini medic, once per game, by drop pod. He carries a Nano-Injection and a Repair, no gun. - Walk him onto the terminal in Thalim's north (the small square on the map): he stops, invulnerable and deaf to orders for about 18 s of talk, then the
militia drones move 0.2 faster and hit 5 harder, the
IS Bots move 0.2 faster and hit 7 harder, the repair and medical drones and the
drones a
Rjx-73 releases move 0.2 faster, and the
recon drone 0.3 faster with +0.5 weapon range, for every player. - The community's page says a second visit adds nothing.
The drugs
| Drug | Augmentation | Energy | Cooldown | On the target, 30 s (35 s improved) |
|---|---|---|---|---|
| 1 | 95 | 60 s | +30 % attack speed, +0.15 move speed | |
| 4 | 80 | 45 s | +40 % attack speed, +0.2 move speed | |
| 2 | 105 | 60 s | +30 % damage, +30 % attack speed, +4 range | |
| 5 | 90 | 45 s | +45 % damage, +35 % attack speed, +6 range | |
| 3 | 55 | 35 s | +100 life, +0.1 move speed, less speed loss | |
| 5 | 45 | 30 s | +170 life, +0.15 move speed, less speed loss |
Range 2, one target, and a 50 % roll to get the same buff yourself (80 % with
Blood in Blood Out). Three drugs on one shooter is 255 energy at level 1. The community's page has the Angel build leave Augmentation for last and the Support build take it first.
Blood in Blood Out
Blood in Blood Out is the medic's own SI, unlocked by a win in Nightmare or above as a medic (the wiki's older text says Chapter 3 on Nightmare; the map's text is the one here). What it does, from the upgrade data:
- Blood Transfusion and its improved version become 2 charges each, with a 5 s cooldown between casts; a spent charge comes back in 30 s (20 s improved). Two soldiers on the drip at once.
- Nano-Injection heals 150 instead of 100, Improved Nano 300 instead of 150.
- The self-apply chance of every drug goes from 50 % to 80 %.
The Angel build on the community's page exists to make use of it early: First Aid maxed by level 5.
What the community recommends
Skill identifiers
- First slot:
Blood in Blood Out,
Energetic or
Battle Buddy, 'to increase healing efficiency'. Second slot:
Light Armor,
Twinkle Toes or
Barbaric for survivability.
Twinkle Toes is not sold on the officer track;
Blood in Blood Out and
Battle Buddy are achievement unlocks. - The Veteran build pairs
Veteran with
Energetic and answers the 55 % life cut with Pain Killer on yourself; the page suggests a CW5 with the flare gun, or an SMA with both the Frag Grenade and Veteran, for it.
Items and guns
Kinetic Integrator and
energy cells: 'all Combat Medic abilities have high energy costs'.
HK42 for its +0.04 move speed; the page's reason is survival. The data allows seven rifles:
HK42,
M5 MAR,
MP75R,
SOF-AR,
Steyr AUG,
Styner BR-2 and
US MCR; the page lists five.
M5 MAR with an
MGL and
40mm grenades to answer a Licker.
Kevlar Body Armor: +5 armor and a 50 point shield with no speed change, where
SPCS costs 0.1 move speed.- The
Combat Medic Shield w37 can only be worn by a Combat or Phoenix Medic; see the Gear tab for its numbers.
Three builds, in the page's words
| Build | Order | Why |
|---|---|---|
| Angel | First Aid to 4 by level 5, Revive 1 at 3, then Soldier Skills, Revive 2, Augmentation, Revive 3 at 16 | Ailments are common and Blood in Blood Out wants First Aid early; Soldier Skills afterwards 'to hit harder and run faster'. This is the order stored with this guide. |
| Support | Augmentation 1 and 2 first, Revive 1 at 3, then First Aid, Soldier Skills, the rest of Augmentation | Damage for the team before healing, 'for experienced teams that do not require babysitting'. |
| Veteran | Soldier Skills 1 and 2, Revive 1 at 3, then Augmentation to 5 by level 11, Soldier Skills 4, Revive 2, First Aid | Built on the 50 % self-buff roll, with Veteran and Energetic as SIs. |
Ranks and modes
- Command Sergeant Major (Enlisted, 95,000 XP):
Frag Grenade Medic on G, 400 damage, 85 energy, 120 s cooldown, range 12. - Chief Warrant Officer 5 (Warrant, 120,000 XP):
Flare Gun WO5 on G, 70 energy, 180 s cooldown, range 24, 45 s of vision the enemy shares. - Major General (Officer, 130,000 XP): an
Infantry Rifleman. - Rifle modifier: only the
Rifleman and the Combat Medic can be picked, by the wiki's Modes page; several other classes' pick buttons are gated on it in the data. - Sushis modifier: an infected Combat Medic turns into the
Sushiwoman, who keeps F1 and F2. - A Combat Medic win in Insane, Nightmare or Apocalypse unlocks a camo.
Numbers are read from the map file: its ability, effect, behaviour and upgrade data and its trigger script. The community advice is from the wiki's Combat Medic page, checked against the same.