| 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 | 5 | ||||||||||||||||
| 1 | ||||||||||||||||||||
| 1 | 2 | 3 |
The Phoenix Medic's game, top to bottom. The map calls her an improvement of the Combat Medic, and she plays like one with a shotgun: the same drugs, the same Nano and the same Revive, with a self panel that casts Stimulants on F1 where the Combat Medic's panel casts the blood transfusion. What she does not have is the transfusion. In its place she carries a healing ring, a stimulant and a drone, and from the third point of Phoenix Core her own death is a 7 second pause, once every 10 minutes.
first
Phoenix Core to 3
The community's page puts the first three points in
Phoenix Core. Until the first one there is no Revive at all: the script hides
Revive as you enter the map and switches
Emergency mode off with it. The third point is the rebirth.
then
Veteran Medic to 5
The next five points on the page. 1 is the healing ring and the
Medical Drone, 2 the
Nano, 3
Stimulants, 4 the
improved Nano, 5 the
improved stimulant and the widest ring.
at level 9
One point of Augmentation
The page's reason is speed: the blue stim,
Anabolic Performance Enhancement, is +0.15 move speed for 30 s where Soldier Skills 3 is +0.1 for good. 95 energy on E, and a 50 % roll to get it yourself.
always
Mind the energy
205 at the start. A level 1 Revive is 180 of it, the drone 190, a Nano 90.
Emergency mode is her own answer, 8 s of +6 to +8 energy a second. The community's page adds a
Kinetic Integrator (1.25 a second),
energy cells (190 over 20 s), the
Medic Shield (+1.1 a second in the data, +1 on its text) and
Energetic.
Phoenix Core
What each point does
- On entering the map the script hides
Revive and switches
Emergency mode off. Point 1 turns Emergency mode on and shows Revive; point 2 raises both a level; point 3 raises them again and hands her the Phoenixrebirth buff, the phoenix icon on her status bar. - Under the 1 Life modifier Revive stays hidden and the rebirth is never given: the tree is Emergency mode and nothing else. The community's page says the same.
- Revive is the Combat Medic's ability, level for level: 180, 120 then 100 energy, 90, 80 then 60 s, a cast of 7, 6 then 4.5 s (the tooltip rounds the last to 5), range 3, on F, with a progress bar, and it can be cancelled, so stand still.
Phoenix Birth, as the script runs it
- She dies, a fire covers the spot, and 7 s later she stands where she fell through the same routine a medic's Revive uses: jam cleared, the magazines she dropped back in her bag.
- As she stands, a kinetic wave goes out 8 around her: every hostile unit in it takes 400 to 480 damage, apart from structures and anything in stasis or invulnerable, and the ones that are not massive are thrown back over 1.5 s. She is invulnerable, and unarmed, for 5 s.
- The next rebirth is 600 s away, counted from this one, and it is only handed back once she is alive: if she is dead at that mark it waits for someone's Revive.
- While she is down the map holds a pause flag, from her death to half a second after she stands. The two game-over checks read it and do not end the game if she was the last soldier standing. The medic-alive checks read it too, so she still counts as a living medic for the scientist mission. Nothing else in the script reads it. The rebirth is not a revive on her own tally.
- The one thing that stops it is the map's definitive death flag, set when the DS resonator is destroyed and its mission fails.
Emergency mode
Emergency mode is a toggle on X with no energy cost: 8 s of automatic fire, then 120, 110 or 100 s of cooldown by Phoenix Core level, and the same key stops it early. Two of its numbers are not what its button says. The map's own data sets the fire rate to 1.4x, 1.7x and 2x (the button says 1.3, 1.6 and 1.9) and the energy to +6, +7 and +8 a second (the button says +8, +9 and +10). Switching it on also orders you to hold position: you shoot from where you stand until you give another order.
Veteran Medic
The healing ring
- Medical Aura is a ring around her that is always on, with no button and no energy. Every biological friendly inside it, minis included, gets a heal each second and a little move speed; the buff fades a second after leaving the ring.
- Veteran Medic 1 and 2: radius 12, 1 life a second, +0.02 move speed. Veteran Medic 3 and 4: radius 14, 1.8 a second, +0.04. Veteran Medic 5: radius 16, +0.06, and a heal the map's data puts at 0.7 a second, not the 2.5 the tooltip says.
- Nothing you press changes it: the ring is three buffs on her unit, each gated by her Veteran Medic level. The data also defines a Medical Aura toggle, but it sits on no unit's ability list, and the script disables it as she enters the map anyway.
The Medical Drone
Medical Drone · Veteran Medic 1 · 190 energy, 90 s cooldown, 3 s cast, and only while you have none: the button needs no Medical Drone of yours on the field.- A unit of its own that you order like any other: 180 life, 200 energy with 2.5 a second coming back, speed 3, sight 8.
- It heals biological friendlies on its own; the ability is the Medivac's heal, autocast included. The effect data puts it at 10 life a second for 5 energy a second, where the button's text says 15 life per 1.5 energy. A full tank is 400 life, then what the regeneration pays for.
- It is mechanical, so an
Assault Engineer's
Armor Upgrade (+5 armor) and
Battery Upgrade (+50 energy) take on it: both check only that the target is a machine.
The heals
| Ability | Veteran Medic | Energy | Cooldown | What it does |
|---|---|---|---|---|
| 3 | 60 | 2 charges, one back every 60 s | 30 s of +25 % attack speed and 2.5 life a second, 75 life in all, on one soldier at range 2. A 50 % roll gives you the same buff. | |
| 5 | 40 | 2 charges, one back every 45 s | 35 s, 3 life a second (105 life), and an attack speed the data sets at +35 % where the tooltip says 30. It also clears lacerations and venoms, the First Aid Kit's list. Same self roll. | |
| 2 | 90 | 40 s | 100 life at once, range 2. Clears a minor laceration, a class III haemorrhage, a brain injury, a fractured arm or leg and an energy leak, plus 5 stacks of mind control. | |
| 4 | 80 | 35 s | 150 life at once and every ailment on the map's list, on the same cooldown slot as the Nano. |
- What counts. The map counts a heal when the target was at 75 % life or less, or had an ailment; both stimulants and both Nanos are on its list. A
First Aid Kit is on the same list, so the kit pays you that XP on a hurt soldier even though its medic bonus is not yours. Every 5th counted heal up to the 40th pays XP (4, then 6, 10, 16 and so on) and the 22nd in a game is a medal. - Not hers. The
First Aid Kit's medic bonus: that trigger names the Combat Medic, the
mini medic and
Stetmann. The Emergency Heal Drone call: it listens to the Combat Medic's Nano orders only.
Blood in Blood Out: the SI data ties it to the Combat Medic, and her own SI list is empty. - The Advanced Medical Visor is earned as a Combat Medic, but once earned its tags over hurt soldiers show for a Phoenix player as well.
The self panel and the revive tally
The self panel
Five keys on the class panel, each casting on yourself: F1 Stimulants, F2 Nano, F3 Anabolic, F4 Cognitive, 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
Stimulants at Veteran Medic 3 and 4 and the improved one at 5; F2 casts the
Nano at Veteran Medic 2 and 3 and the improved one at 4 and 5; F3 the improved Anabolic from Augmentation 4, F4 and F5 their improved versions at Augmentation 5. - It is the ordinary order put in front of whatever you were doing: same energy, same cooldown, same charges, 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.
The revive tally
- Every 5th soldier you revive in a game pays XP (4, then 6, 10, 16 and so on); 12 in one game is a medal; 40 across your games unlock a decal. Only other players' soldiers count, which is why the rebirth does not.
- A revived soldier stands where he fell, jam cleared, the magazines he dropped at death put back in his bag, and his camera panned onto him.
- Vehicles are not yours: the
tank, the
walker, the
helicopter, the
Rjx-73 and the
APC come back through an engineer's
Reconstruct. - When no Combat or Phoenix Medic is alive the map can start the scientist escort, once per game. It is skipped under the 1 Life modifier and in most of the special game modes. Walking the scientist home is what leaves the
Medical Bot behind. She counts as a medic for that check, her rebirth pause included. The Combat Medic's guide has that mission and the bot in full. - Z is
SITREP: 3 s cooldown, it lists and pings every soldier on foot under 75 % life or carrying an ailment, the dead ones too. Players sitting in a vehicle are skipped.
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. The Combat Medic's
Blood in Blood Out raises that roll to 80 % for her; the Phoenix is not offered it.
The shotgun
The gun
- 135 to 154 damage every 1.3 s at range 10.5, 25 rounds a magazine, a 4 s reload that Soldier Skills and
Quick Thinking shorten, and it jams like a rifle. The shot is full damage within 0.2 of the target and half damage in a 90 degree cone out to 1. - Soldier Skills 2, 'MOS-specific ability' in the tooltip, is nothing for her: the trigger that hands the Combat Medic its hidden Marksmanship buff listens to the Combat Medic's learn ability, and nothing but Phoenix Core listens to hers. The community's page says 'no MOS-specific ability' too.
Three shotguns and a stabilizer
ISS-7: attack speed x1.3, the same shell.
Winch SX7: 175 to 200 damage at range 11.5, its spread a 15 degree cone out to 4 at 60 %, the 'mono target' of its text.
SPAS 18: 148 to 170 damage every 1.04 s at range 12.5, +0.05 move speed. The ISS-7 will not go with either of the other two, and the Winch not with the SPAS.- The
Magnetic Stabilizer is for four classes and she is one: every hit stuns 0.2 s (0.4 with the
improved one an Assault Engineer crafts), armored and massive immune, +1 range. The stun trigger fires on the base gun, the SPAS and the Winch alike. The community's page picks it 'for a support class'.
What the community recommends
Skill identifiers
- First slot:
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;
Battle Buddy is an achievement unlock. - Pick the Medic as your
Battle Buddy and, once per game,
Stetmann drops in instead of a
mini medic: a Nano and a Repair, no gun. Walk him onto the terminal in the north of Thalim and, after 18 s of radio talk, every player gets his upgrade. The City Guard's militia drones move faster and hit harder, and your own
Medical Drone gains 0.2 move speed. The Combat Medic's guide has the rest of what he does.
Items and guns
Kinetic Integrator,
energy cells and the
Medic Shield: 'most Phoenix Medic abilities have energy costs'. The shield is a medics-only drop: +1 armor, +20 life, +1.1 energy a second, a 10 range motion sensor and its own Improved Pain Killer.- A shotgun 'for self defense'; the three above are the ones her data allows.
- An
MGL with
40mm grenades against a Licker and T3 hordes.
Kevlar Body Armor for survivability 'without loss of move speed'.
Lift Boots, or
OPA in place of the Kevlar, also for survivability. Of the two armors the OPA is the one that touches your speed, by +0.05.
The community's build
| Levels | Points | What they bring |
|---|---|---|
| 1 to 3 | Emergency mode and Revive first, the rebirth at 3 | |
| 4 to 8 | the ring, the drone, the Nano, the stimulant, then their improved versions | |
| 9 | 'Blue stim makes you faster than the third level soldier skills buff.' |
That is the order stored with this guide, 9 points; the page stops there.
One per game, and other small things
- One Phoenix Medic per game: her pick has a single charge. The Free modifier lifts the limit for every class.
- No rank reward and no entry in the unlockables list is tied to her.
- Picking her unlocks the Restricted Medic Camo in the camo dialog for that game, the same one a Combat Medic pick unlocks.
Numbers are read from the map file: its ability, behaviour, effect and unit data and its trigger script. The community advice is from the wiki's Phoenix Medic page, checked against the same.