Difference between revisions of "Medikit (EU2012)"
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==Description== | ==Description== | ||
− | + | ''Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.'' | |
==Stats== | ==Stats== | ||
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** '''Revive''': Bring a critically-wounded soldier back into the fight at 33% HP | ** '''Revive''': Bring a critically-wounded soldier back into the fight at 33% HP | ||
** '''Savior''': Restore an additional +4 HP per use | ** '''Savior''': Restore an additional +4 HP per use | ||
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{{Ref Close | source = XCOM: Enemy Unknown (2012)}} | {{Ref Close | source = XCOM: Enemy Unknown (2012)}} | ||
Revision as of 10:40, 3 January 2013
Description
Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.
Stats
Medikit |
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Source: XCOM: Enemy Unknown (2012)
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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.