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 medikits, equipped medikits receive an additional use, and the first medikit use each turn costs 0 AP.
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 30% DR + 2% per enemy in sight, partial cover grants the DR of full cover, and cover defense is lowered by 10. For XCOM only: Reduces injury time by 50% and grants Steadfast.
Immunity to panic (except from flames or psionics) and grants 30 will when defending against psionic attacks and overpower.
Smoke and Mirrors
Using a support grenade costs only 1 AP and will not trigger non-suppression reaction shots. Equipped support grenades receive an additional use.
Grants +2 armor HP, +0.6 mobility, and a 10% chance for all end-in-idle actions to cost 0 AP.
Grants +1 damage to all weapons and equipment, +0.6 mobility, and +10% throw range. For sidearms: No long-range aim penalty, gain double the close-range aim bonus, and reloading costs only 1 AP.
Vital Point Targeting
Shots against humans and autopsied biological aliens deal 30% more damage when they are steadied or against targets not protected by cover.
Take two shots with your primary weapon against a single target in quick succession. Each shot carries a -20 aim penalty.
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.
Smoke grenades are infused with stimulants and nanobots that heals 30% of any damage taken for units that breathe the smoke. Grants 1 smoke grenade.
Medikits heal 2 more HP (4 more if used on self) and can revive stabilized soldiers.
Grants +2 armor HP and %DR equal to half of the %HP lost.
All shots with the primary weapon gain +15 aim against biologic targets.
This unit does not trigger reaction shots and is cleared of enemy overwatch when walking (not dashing). After repositioning, grants +2 crit damage and +30 crit until next turn.
Bring 'Em On
Grants shots and grenades additional damage equal to half the number of enemies in sight or squadsight. Attacks against this unit have a chance to graze (dealing half their original damage) equal to 5x the number of enemies in sight or squadsight.
Equipped medikits, grenades, and mists receive an additional use. Grants +1 ammo to non-arc primary weapons.
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 Vital Point Targeting 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 -> Ranger or Vital Point Targeting -> Ready for Anything-> Savior -> Any -> Bring 'Em On
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 GSGT perk is very flexible:
- Grit increases the Medic's survivability by a lot and can create an effective offtank with platings and Psi Defender.
- Sharpshooter is a generic aim increase against bios, 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 -> Extra Conditioning or Ranger -> Combat Drugs -> Savior -> Grit or Shadowstep -> Packmaster.
Recommended Weapons: Arc Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.
- Ranger can be picked over Extra Conditioning for a tiny bit more offensive presence and a nice throw range increase.
- 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 -> Extra Conditioning or Ranger -> Rapid Fire -> Savior -> Grit -> Bring 'Em On
Recommended Weapons: Shotgun, SMG, Arc Rifle
Recommended Equipment: Platings, Medkits, Psi Defender, Utility, Damage-increasers.
- Extra Conditioning and Ranger are the defensive and offensive sides of the same coin. Using a tank without extra armor HP is quite risky until Grit is reached, however..
- 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.