Difference between revisions of "Medikit (EU2012)"
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ThirdDegree (talk | contribs) (Restructured information to make it easier to read. Added Medikit image.) |
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− | Medikit | + | ==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. | |
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+ | ==Stats== | ||
+ | {{Ref Open | title = Medikit}} | ||
+ | [[File:Medikit_(EU2012).png|right|400px]] | ||
+ | * '''Required Research: ??? | ||
+ | * '''Cost''': §15, 5 Engineers | ||
− | + | * '''Abilities''': | |
+ | ** '''Heal Wound''': +4 HP | ||
+ | ** '''Stabilize''': Save a critically-wounded soldier from death. | ||
+ | * '''Foundry Upgrades''': | ||
+ | ** '''Improved Medikit''': Increases healing value by 50% | ||
+ | * '''[[Classes_(EU2012)#Support|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.'' | ||
+ | {{Ref Close | 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. | |
− | Any unit that will | + | ** 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. | ||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] |
Revision as of 07:03, 16 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 |
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.