Difference between revisions of "Medikit (EU2012)"

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** '''Poison Immunity''': Holding a Medikit confers poison immunity and can neutralize poison in an ally.
 
** '''Poison Immunity''': Holding a Medikit confers poison immunity and can neutralize poison in an ally.
 
* '''Foundry Upgrades''':
 
* '''Foundry Upgrades''':
** '''Improved Medikit''': Increases healing value by 50%
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** '''Improved Medikit''': Increases healing value by 2
 
* '''[[Classes_(EU2012)#Support|Support]] Synergies:
 
* '''[[Classes_(EU2012)#Support|Support]] Synergies:
 
** '''Field Medic''': Can use Medikit 2 additional times per mission.
 
** '''Field Medic''': Can use Medikit 2 additional times per mission.
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** '''Savior''': Restore an additional +4 HP per use
 
** '''Savior''': Restore an additional +4 HP per use
 
''Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.''
 
''Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.''
{{Ref Close | source = XCOM: Enemy Unknown (2012)}}  
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{{Ref Close | source = XCOM: Enemy Unknown (2012)}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==

Revision as of 15:49, 20 October 2012

Description

The Medikit is used to restore health points to soldiers in the field during a mission. Also, allows use of the 'Stabilize' ability on critically wounded soldiers to save them from death, and with a Support soldier with the 'Revive' ability, brings soldiers back into the fight at 33% HP.

Stats

Medikit
Medikit (EU2012).png
  • Required Research: None
  • Cost: §15, 5 Engineers
  • Abilities:
    • Heal Wound: +4 HP
    • Stabilize: Prevent a critically-wounded soldier from bleeding out.
    • Poison Immunity: Holding a Medikit confers poison immunity and can neutralize poison in an ally.
  • Foundry Upgrades:
    • Improved Medikit: Increases healing value by 2
  • Support Synergies:
    • Field Medic: Can use Medikit 2 additional times per mission.
    • Revive: Bring a critically-wounded soldier back into the fight at 33% HP
    • Savior: Restore an additional +4 HP per use

Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.

Source: XCOM: Enemy Unknown (2012)

Tips & Tricks

  • Can be used on any friendly unit adjacent to the medic, or on the medic themself.
  • Any unit that will benefit from a Medikit will be surrounded by a pink circle with crosses when a soldier with a Medikit is selected. This circle indicates the range at which the medikit can be used.
  • While anyone can use the Medikit, it's really best in a Support soldier's hands.
    • With Sprinter, they can move 3 more tiles per turn, getting into healing range faster.
    • With Field Medic, they can use it two more times per mission, for triple total healing.
    • With Revive, they can bring soldiers back into the fight at 33% HP, which is useful just to get them out of the line of fire, if nothing else.
    • A Medikit is a unique item so a Support soldier with the Deep Pockets ability can only carry a Medikit and another item.
    • And finally, Savior improves the healing done by the Medikit by 4 additional points, meaning more healing overall.
  • Always carry two Medikits into a mission; nothing is more annoying than your dedicated field medic bleeding out because nobody else had a Medikit and couldn't heal him.