Medic (LWR)

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    Medic

The Medic is a versatile support class. Their signature ability is Field Medic, which grants extra medikit(s) per mission. They also have access to Combat Drugs perk that is light AOE heal that can heal bio and mech units (not SHIVs).

Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine Pistols, Sawed-off shotgun.
Class-Limited items: None.
Attribute Growth: Will x2, Mob x2.


Abilities

Rank Ability
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Specialist
Field Medic
Field Medic
Grants 2 free medikits. Medikits heal 2 more HP. Medikits can stabilize soldiers for 0 AP. Stabilization no longer consumes a medikit.
RANK CORPORAL.png
Lance Corporal
Sentinel
Sentinel
Fire an additional reaction shot during overwatch. Gain +20 defense when on overwatch. Grants Opportunist.
Opportunist
Opportunist
Reaction shots gain +20 aim and can critically hit.
Will To Survive
Will To Survive
Increases DR of all cover to 65% but grants 10 less defense. Grants +3 armor HP and Steadfast.
Steadfast
Steadfast
Provides immunity to panic (except from flame/psi attacks) and reduces injury time by 50%.
Smoke and Mirrors
Smoke and Mirrors
Using a support grenade costs only 1 AP and does not trigger reaction shots. Equipped support grenades receive an additional use.
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Corporal
Hit and Run
Hit and Run
The first non-reaction shot taken at a target that was damaged, suppressed, or disoriented this turn deals +2/2/4/4/6 damage (based on active weapon tier) and will leave this unit with 1 AP, but prevents the use of non-mobility actions until this unit reaches 0 AP. Grants +0.6 mobility.
Lock N' Load
Lock N' Load
Reloading any weapon costs only 1 AP. Dashing automatically reloads the active weapon.
Combat Drugs
Combat Drugs
Smoke grenades grant +20 aim and +10 crit. Smoke grenades also passively heal 3 HP at the end of the turn. Only affects units that are breathing the smoke. Does not work in dense smoke.
RANK LIEUTENANT.png
Sergeant
Pistolero
Pistolero
Reaction shots from pistols gain +100% 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]
Ranger
Ranger
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. For Rockets: Reduces the cooldown by 1.
Surgical Targeting
Surgical Targeting
Grants reaction shots double damage dealt to autopsied targets affected by red fog. Automatically enters overwatch at end of turn if this unit used a medikit this turn.
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Tech Sergeant
Savior
Savior
Medikits heal 3 more HP and can revive stabilized soldiers for 0 AP. Grants +1 small equipment slots (does not work with Leather Jacket).
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Gunnery Sergeant
Regen Biofield
Grit
Grants +3 armor HP, +10 crit resistance, and %DR equal to half of the % total HP lost.
Bring 'Em On
Bring 'Em On
Standard shots gain damage equal to half the number of enemies in sight and aim equal to twice the number of enemies in sight. Gain a chance equal to 4x the number of enemies in sight for incoming shots to graze, dealing half their original damage.
Holo Rounds
Holo Rounds
Firing at a target during this unit's turn holos [Prevents concealment/stealth, incoming shots gain +20 aim and +1 penetration] them for 3 turns.
RANK COLONEL.png
Master Sergeant
Extra Conditioning
Extra Conditioning
Grants +3 armor HP, +0.6 mobility, 10% throw range, and a 10% chance for all end-in-idle actions to cost 0 AP.
Sharpshooter
Sharpshooter
All shots with the primary weapon gain +15 aim against biologic targets.


Tactical Advice

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.

Sample Builds

Overwatch Medic

This build uses the combination of Sentinel and Lock 'n Load to bring reliable reaction fire to the field. Overwatch Medic likes protracted fights in which he is even better than other builds, due to his ability to self-heal significant amounts of hit points. This build has interesting choice at SGT level, where you can pick Surgical Targeting skill, that is unique for Medic, or Ranger that also works quite well with the build. Ranger is straightforward, more damage plus flexibility with Pistols, that is worthy addition. Surgical Targeting is more interesting and potentially stronger if properly used. It will significantly increase Medic damage, provided that you make sure to target redfogged aliens (including mechanicals). It also has bonus action economy, after using medikit, Medic will automatically go to overwatch - this can make or break fights. There are several ways to utilize Surgical targeting: first one is proper positioning - limit vision to redfogged aliens, followed by coupling Medic with soldiers that can hurt lots of aliens, such as Rocketeers, Grenadiers or suppression Gunners. Once the aliens are wounded, Medic should be pretty efficient at gunning them down. He naturally works best vs less armored targets and for example, he is better on crashed UFOs, where aliens start fight already wounded. Late Medic perks give Medic chance to get more dps or to build up more tanky, natural choice would be going for offensive perks. Bring 'em On is hard to pass, but interesting pick is Holo Rounds as well, giving him option to help out the team mates on some rounds

Sample Overwatch Build: Sentinel -> Lock n' Load -> Surgical Targeting or Ranger -> Savior -> Bring 'em On or Holo Rounds -> Sharpshooter

Recommended Weapons: Battle rifle, Assault Rifle
Recommended Equipment: Aim-increasers, Ammo-increasers, Damage-increasers, Survivability-increasers, Special ammo.

Notes:

  • 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.

Support Medic

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. Medic's smoke can be used to top of barely injured units and reactivate strong Repulsor ability that some units and armors possess. 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 -> Ranger -> Savior -> Grit or Holo Rounds -> Extra Conditioning.

Recommended Weapons: Arc Rifle, SMG, Carbine
Recommended Equipment: Medikits, Concussion Grenades, Smoke Grenades, Acid Grenades.

Notes:

  • Holo Rounds can provide late game support for your team.
  • 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.

Tank Medic

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. Other tank classes would require healer to approach and stay exposed in risky position to support the tank. Hit and Run 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 -> Hit and Run -> Pistolero or Ranger -> Savior -> Grit -> Extra Conditioning or Packmaster

Recommended Weapons: Shotgun, SMG, Arc Rifle
Recommended Equipment: Platings, Medkits, Psi Defender, Utility, Damage-increasers.

Notes:

  • Pistolero and Ranger are both offensive boosts. Ranger provides a more well rounded boost.
  • Hit and Run Arc Rifles are quite powerful for bursting mechs provided that you can hit the target. Boosts like Holo targeting are very valuable.
  • 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.

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s