The Medic is a versatile support class. Their signature ability is Field Medic, which grants two frees use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one, and the first medikit used each turn costs 0 AP.
- Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
- Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
- Class-Limited items: None.
Grants 2 free medikits. Stabilization costs 0 AP and does not consume a medikit.
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Reaction shots gain +15 aim and can critically hit.
Will To Survive
When protected by cover: This unit receives 20% DR + 4% per enemy in sight, partial cover grants the DR of full cover, and cover defense is lowered by 15. For XCOM only: Reduces injury time by 50% and grants Steadfast.
Immunity to panic (except from flames or psionics).
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -30 aim penalty. Grants +0.6 mobility.
Ready For Anything
At the end of each turn, if this unit did not move and is not at risk of triggering reaction fire, Overwatch activates. Grants +2 ammo to non-arc primary weapons.
Smoke grenades grant +30 aim and +20 crit. Smoke grenades also passively heal 30% of missing HP (minimum 1, maximum 3) at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.
Reaction shots from pistols gain +70% weapon damage and the ability to crit. If idle at the end of turn, this unit will switch to their pistol if it has ammo. If this unit is wielding a pistol, grants a reaction shot at any enemy within 4 tiles that acts. [Pistolero reaction shots bypass half of cover DR/def and require hit chance >30]
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty and reloading costs only 1 AP.
Medikits heal 2 more HP and can revive stabilized soldiers for 0 AP.
Grants +3 armor HP and %DR equal to half of the %HP lost.
Bring 'Em On
Grants additional shot damage equal to half the number of enemies in sight. Grants additional aim and graze chance equal to 5x the number of enemies in sight.
This unit does not trigger reaction shots or Pursuit when walking (not dashing). After repositioning, grants +2 crit dmg until next turn. Grants +0.6 mobility.
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
All shots with the primary weapon gain +15 aim and crit against biologic targets.
Medics are a diverse class focused on healing and supporting their squad. Each medic lends a hand in a different way but all of them are good healers and have ways to deny the enemy good shots on your team. How you build your Medic is up to you but they generally focus on three main support types: Field Medic healing squad, Tactical Support providing cover and defense or the Battle Medic providing fire support. If you choose to be a purist in a role or a jack of all trades it's up to you.
This straightforward build uses the combination of Sentinel and Ready for Anything to bring reliable reaction fire to the field. Ready for Anything grants free Overwatching as long as the Medic does not move and increases the stagger chance of all reaction fire. For this reason, this build is most at home in heavy and protracted firefights where it can fire uninterrupted - dealing strong damage thanks to a very early access to Impact or Ranger. The inherent utility of Field Medic is a boon to the squad during downtimes or even in combat if teammates can stay close so the Medic doesn't have to move to heal them.
Sample Overwatch Build: Sentinel -> Ready for Anything -> Any -> Savior -> Any -> Extra Conditioning or Sharpshooter
Recommended Weapons: Battle rifle, Assault Rifle
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.
- This build will put Gene Mods to good use, especially Predictive Tracking for added aim on reaction shots and Enhanced Metabolism for the extra reaction shot.
- Psi is also a strong boost in effectiveness thanks to Inner Fire and Psi items. Ready For Anything lets you use a Psi ability while still Overwatching as well.
- The SGT perk you choose significantly affects how you'll want to use your Medic:
- Impact is likely the default choice, as it's a solid damage increase against aliens.
- Ranger is a very general increase in effectiveness, but also makes your secondary much more effective, opening up the option to take a riskier primary such as an Arc Rifle or Shotgun.
- Pistolero essentially functions like an even higher risk Run and Gun assault, dashing into enemies to utilize Opportunist shots with a pistol.
- The GSGT perk is also very flexible:
- Grit increases the Medic's survivability by a lot and can create an effective offtank with platings and Psi Defender.
- Bring 'Em On is a generic damage boost and survivability boost, which is always appreciated.
- Shadowstep gives you more flexibility to move if pinned by opposing Overwatch, and gives you extra crit for your manually activated Overwatch afterwards.
The Support Medic is a pure and simple build that focuses on producing the best healer and support possible. The Support Medic provides very strong healing capabilities, alongside being able to protect the squad with reaction immune Concussion and Smoke grenades thanks to Smoke and Mirrors. Combat Drugs offers a welcome upgrade to regular Smoke grenades, healing units taking damage while inside the drug-laced smoke. Finally, this build has next to no offensive power by itself and must rely entirely on the one brought by the rest of the squad.
Sample Support Medic Build: Smoke and Mirrors -> Combat Drugs -> Impact or Ranger -> Savior -> Grit or Shadowstep -> Extra Conditioning.
Recommended Weapons: Arc Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.
- Impact can be picked over Ranger for a more offensive presence and the ability to break OW after smoking.
- Smoke And Mirrors and Shadowstep allow complete immunity to reaction fire as far as this build is concerned (but you will still get shot if using Medikits!).
- Grit can create a potent offtank if paired with a plating or Psi Defender.
- A good candidate for psi training for even more support options.
- Also works well as an Officer, due to the stats and added support potential.
An unorthodox but effective tank build that sacrifices supporting power for powerful tanking capabilities, it is able to push forward and absorb fire intended for other units and simply heal it back up. Rapid Fire gives the build some offensive potential, but its biggest asset is being able to combine the duties of a healer and tank into one build while having unparalleled staying power. Being able to self-remove Corrosion and regain full tanking power is also very valuable.
Sample Tank Medic Build: Will To Survive -> Rapid Fire -> Pistolero or Ranger -> Savior -> Grit -> Extra Conditioning or Packmaster
Recommended Weapons: Shotgun, SMG, Arc Rifle
Recommended Equipment: Platings, Medkits, Psi Defender, Utility, Damage-increasers.
- Pistolero and Ranger are both offensive boosts. Ranger provides a more well rounded boost.
- Rapid Fire Arc Rifles are quite powerful for busting mechs, but cannot be employed until Elerium Batteries is acquired due to the lack of ammo.
- Medic Tanks will benefit heavily from the extra tankiness of Psi Defender or Gene mods, and may find some use in offensive Psi abilities as well due to high will growth.
- Annette is a great candidate for this; pair a standard tank build with an Arc Rifle, Psi Armor and Psi items, and you have a powerful Psi-user that can also handle mechs quite well while being quite survivable at range.