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Medic (Long War) - UFOpaedia

Medic

Long War Main Page

The Medic is similar to a Field Medic specialized Support in vanilla XCOM. Their signature ability is Field Medic, which grants one free use of a medikit per mission and allows additional Medikit items to be used two times per battle instead of one.

Primary Weapon: Carbines, Assault Rifles, Battle Rifles, SMGs, Shotguns.
Secondary Weapon: Pistols, Machine pistols, Sawed-off shotgun.
Class-Limited items: None.

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist

Field Medic

Field Medic
For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.

+1 Mobility.
RANK CORPORAL.png
Lance Corporal

Suppression

Suppression
Fire a barrage that pins down a target, granting Opportunist reaction fire against it if it moves. Imposes a -30 penalty to aim and reduces range of many area-of-effect attacks, including grenades. Also negates overwatch from the target while suppression is active. Lastly, enemy AI prioritizes breaking the suppression by shooting the suppressor, so it functions as a mini-taunt. Not possible with shotguns, sniper rifles, or strike rifles.

Steadfast

Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.

Field Surgeon

Field Surgeon
Reduces (or, for 1 HP flesh wounds, eliminates) Wounded timer on soldiers who sustained HP damage but were not Critically Wounded. Does not affect wound sustained by sending fatigued soldier on a mission.

No other bonuses. +5 Will. No other bonuses.
RANK SERGEANT.png
Corporal

Rapid Reaction

Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit.

Smoke and Mirrors

Smoke & Mirrors
Allows one additional use of all support grenades during each mission. It also increases charges from Smoke Grenade and Battlescanner perks by 1.

Revive

Revive
Allows Medikits to revive critically wounded Soldiers at 33% of maximum health instead of just stabilizing them.

+3 Aim. No other bonuses. +2 Will.
RANK LIEUTENANT.png
Sergeant

Ready for Anything

Ready for Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.

Smoke Grenade

Smoke Grenade
Deploy a smoke grenade once per mission. The smoke confers +20 defense and prevents flanking for all enemy and allied units. Lasts 2 turns. Taking the perk on level up also allows an additional action after deploying a smoke grenade.

Paramedic

Paramedic
Once per turn, this unit may use a medikit without spending an action.

+3 Will. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant

Opportunist

Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.

Dense Smoke

Dense Smoke
Increases the defense bonus from smoke grenade from 20 to 40.

Combat Drugs

Combat Drugs
Smoke grenades confer +20 Will and +20% critical chance in addition to the original 20 defense. The area of effect is also increased by 25%.

No other bonuses. No other bonuses. No other bonuses.
RANK MAJOR.png
Gunnery Sergeant

Lock N' Load

Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.

Bombard

Bombard
Throw or launch grenades over exceptionally long distances (+50%).

Sprinter

Sprinter
Grants +4 mobility (roughly 3 tiles movement).

No other bonuses. No other bonuses. No other bonuses.
RANK COLONEL.png
Master Sergeant

Extra Conditioning

Extra Conditioning
Confers 1-4 bonus health based on which type of armor is equipped. Heavier armor increases the bonus.

Packmaster

Packmaster
Limited-use small items (including those from perks) receive 1 additional use.

Savior

Savior
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.

+4 Aim, +4 Will, +1 Mobility. No other bonuses. No other bonuses.

*Perks tagged with blue are fixed even with Second Wave Training Roulette option is enabled

Stat Progression

Rank / Level Total
Health
Aim

*

Health
Aim

*

Specialist 1 3 6(-7) 1 3 6(-7)
Lance Corporal 0 2 6(-7) 1 5 12(-14)
Corporal 0 3 4(-5) 1 8 16(-19)
Sergeant 1 2 3(-4) 2 10 19(-23)
Tech Sergeant 0 3 3(-4) 2 13 22(-27)
Gunnery Sergeant 0 2 3(-4) 2 15 25(-31)
Master Sergeant 1 3 3(-4) 3 18 28(-35)
  • Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above). Psionic soldiers can also gain 1-6 extra will per psi level (1 + rand(6)).

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, of course, up to you but the perk choices they have at each rank are generally divided into three archetypes: Field Medic for healing the squad, Tactical Support who providing cover and defense or the Battle Medic providing fire support through Overwatch. If you choose to be a purist in a role or a jack of all trades it's up to you; mixing and matching between the roles is quite viable.

Perks

Field Medic is the Medic's core perk, giving extra healing with minimal further investment. This makes Medic a decent class in the mid game, when damage tanking with MECs and Biotank Assault/Infantry become an option; the added sustain provided by medkits can make the tanks armor HP go the extra mile in between successive pods of enemies, especially if Savior is taken for a large infusion of extra healing sustain for long missions. Generally a medic will heal after fights rather than during fights due to the difficulty of finding a safe spot for the Medic to stand while healing, though the perks Paramedic and Sprinter can enable them to stand out in the open to heal an injured unit and then run back into cover.

Far more important than healing damage is preventing damage, especially in the early game when good armor is a luxury and any hit could be a serious wound or even death. The bread-and-butter high-impact medic turn is to throw a Smoke Grenade (potentially upgraded at higher ranks with Dense Smoke or Combat Drugs) as their first action and then use Suppression with their second, assuming you've taken both perks of the same name; the combination of the two will tank enemy hit chance into oblivion. That being said, a medic can't necessarily keep these up for long, given the low ammo capacity of a rifle and the limited nature of Consumables. Fortunately, this can be alleviated as you rank up, the former by Lock n'Load and the latter with a combination of Smoke & Mirrors, Packmaster, and the Tactical Rigging foundry project.

As you rank up, alternatives to Suppression become available: Overwatch (with Oppportunist, Rapid Reaction, and possibly even Ready for Anything) is decent if you want to contribute some incidental damage over a firefight, though as Medics lack particularly good Aim or any good damage-boosting perks, you won't be able to come close to leading your team as a damage dealer. Similarly, picking Bombard allows the Medic to toss things like Chem Grenades and Flashbangs deep into the enemy formation from relative safety, functioning as a limited-use wide-area suppression. Due to their above-average Will gain, alongside a handful of Will-boosting Perks, Medics can make respectable Psionics, and Officers; both options also give Medics more things they could potentially do with their AP, such as Command or Psi Panic.

Lance Corporal

Suppression

Probably the go to pickup at this rank as it limits a single target's ability to do much of anything for a turn, and giving the medic a way to contribute in most firefights without burning any consumables. There are some notable issues to keep in mind, however. First of all, rifle suppression does run into severe ammo economy issues compared to Gunner Suppression, so it's not something you're going to take advantage of every turn. Second, it competes for action economy with Overwatch builds; while the two are someone complementary (giving you a choice between damage mitigation or dealing damage), you still can only pick one or the other. Third, it draws fire towards your medic; if you were planning on having your medic sit in reserve, ready to patch up your squad as needed, it's pretty hard to do that if that same medic is on the floor bleeding out or dead. All that being said however, the other two options at this rank generally don't make a strong enough case for their use to justify losing Suppression.

Steadfast

Medics generally don't tank or try and get shot at, so for the most part the only purpose of this in the early game on a medic is to prevent panic chains (it always automatically triggers and eats one of the potential panic chain checks); if someone gets crit-wounded, the Medic that's supposed to be stabilizing or reviving him is the last thing you want panicking. But soon your soldiers will gain enough Will that panic from mundane sources is no longer an issue; fortunately Steadfast also provides a hefty will boost that's decent in the long run for officers and psionic medics. Picking Steadfast is basically an extremely long-term investment where you're expecting your medic to eventually transition away from using Suppression in favor of other options like psionics and chem grenades, but that's a hard sell because Steadfast itself isn't that impactful most of the time; even if you're rarely ever using Suppression, the handful of uses you do get out of it probably exceeds what Steadfast can give you.

Field Surgeon

If you are considering taking this - don't. The perk has no effect whatsoever in an actual battle, and its effect on the strategic layer of the game is minimal at best and equally nonexistent at worst.

Corporal

Rapid Reaction

Solid on Overwatch medics, but it will take until Opportunist at TSgt for you to really enjoy its effects; for now your aim will be garbage so it's a dead perk for a couple ranks. The fact that you have to actually hit your OW shot in order to get another makes this useless in the worst case and ammo hungry all the time. It also competes directly against Suppression. All in all, it's a hard perk to play around, but at the very least the other alternatives at this rank aren't insanely powerful or anything.

Smoke and Mirrors

Helps for not just support smoke grenades but also offensive support grenades like Chem, Flashbangs, etc. Having more of them to throw lets you use them more liberally, which improves the viability of your build generally.

Revive

One of those perks that inevitably seems to draw the ire of Murphy's Law: when you don't have it, you need it, and conversely when you have it you never need it. Realistically speaking you can complete the vast majority of missions while down a soldier, and if you're regularly finding yourself in situations where you need to revive downed soldiers you can fix that by playing better. Also, soldiers aren't guaranteed to receive crit wounds when downed, so even if someone drops you probably won't get to use this.

Sergeant

Smoke Grenade

The go-to perk choice at this rank; it not only gives you a free item-less Smoke Grenade but also lets you throw a Smoke Grenade as your first action for 1 AP. With your second action, the sky is really the limit: Suppress, throw a grenade, heal something, reload, or even overwatch. Whatever build you're going for, getting a Smoke Grenade on top of whatever you were planning on doing two or three times per mission is hard to pass up.

Paramedic

Even though this is a free action and Smoke Grenade costs 1 AP, realistically you are spending that extra AP moving up into healing range anyways. So in theory this seems really similar to Smoke Grenade, in that you get to take a high impact turn a couple times per mission where you get to take a bonus action and then Suppress, throw a grenade, heal again, reload, or overwatch; the only difference is whether that bonus action involves running over to a wounded ally and healing them up vs. protecting your allies with Smoke. But in practice, mid-combat healing is much more annoying as there are rarely good cover spots next to a wounded ally you can stand on. Meaning if you want to heal in combat, you are dedicating your entire turn as a medic to it: you are most likely going to move into range, heal, then move back into cover. In light of that, you'd only really pick this specifically if you lean heavily on damage tanking with MECs or Biotanks and regularly find yourself in fights where mid-combat heals are viable.

Ready for Anything

Good on Overwatch builds of course, and the bonus will is also nice for officer and psionic builds. You'd take this over Smoke Grenade if your main goal with your medic is going to be to shoot and then overwatch constantly; a Smoke Grenadier medic can have two or three really high impact turns per mission where they get to throw a Smoke while taking their normal turn, which is a perfectly fine choice even on an Overwatch build... but those high impact turns only happen so long as you're not out of Smokes. Shooting with a rifle on a build that doesn't have crazy crit chance and damage stacking or HEAT ammo is generally not going to have a big impact each turn, but it's a little something you can be doing every fight as opposed to something big you can only do on occasion.

Tech Sergeant

Opportunist

Your only choice on Overwatch builds, as it eliminates the aim and crit penalty your Overwatch shots have been laboring under, unlocking the potential of Rapid Reaction in the process.

Dense Smoke

The +40 defense boost is obscene and renders any soldier in cover within its area of effect completely unhittable, and even makes standing out in the open on occasion a viable idea (though Ghost Grenades generally do that job better). Keep in mind however that the medic also has plenty of Aim debuff tools like Suppression and Bombard support grenades; this can render the additional defense of Dense Smoke unnecessary in most cases, though it's nice to have instant heavy cover in your pocket for emergencies.

Combat Drugs

Has a wider AoE than Dense Smoke and provide a large Will and Critical Chance bonus in addition to a wider area of effect, improving the offensive and defensive power of a broad swathe of your troops. Probably the best general-purpose pickup at this tier for a Support Grenadier thanks to the extra area of effect alone. But the offensive benefits on top of this (crit for your shooters and will for your psionics) makes this the meta pick at this rank.

Gunnery Sergeant

Bombard

Exceptionally good on a support grenadier as it allows you to make much better use of offensive support grenades like Chem and Flash. Prior to this rank you're probably just throwing a Smoke Grenade with your first action and Suppressing with your second, which is solid... but with Bombard you gain the ability to toss the equivalent of AoE suppression deep into the enemy formation, all while remaining safely out of sight.

Lock N' Load

Lock N' Load

If you're planning on using your gun much, specifically for Rapid Reaction or Suppression, you probably should consider this due to the overall poor ammo economy rifles get. It does basically come at the cost of using offensive support grenades, but you can make do with just throwing Smokes with your first action and shooting, suppressing, or Overwatching with your second.

Sprinter

A very good perk overall for many different classes but hard to really justify for medics outside of very specific hybrid builds that don't truly specialize in either grenades or shooting. If there's one notable synergy worth considering, it's that it can help you make much better use of Paramedic.

Master Sergeant

Packmaster

Support grenade builds that picked up Smoke Grenade, Bombard and/or Smoke & Mirrors should synergize further with Packmaster, letting you throw them much more liberally.

Extra Conditioning

Very nice on Overwatch builds, what with the all-round boosts to your stats (particularly Aim).

Savior

You can justify this on some builds for a huge infusion of item-free healing potential. It's definitely more healing than Packmaster can realistically get you, so the decision between this and Packmaster is how many other perks and small items you have devoted to Support Grenades. If you are debating whether Savior or Packmaster is the most worthwhile final choice consider the following:

  • Basic medic gets 1 free use without a Medikit item (3 total HP of healing or 6 with the Improved Medikits foundry project), and 3 with the item (for a total of 18 HP of healing).
  • With Packmaster, they'll get 2 itemless uses (12 HP of healing), 5 with an equipped Medikit (30 HP of healing)-- as well as additional uses of any other consumables (e.g. Smoke Grenade, Chem Grenade, etc.)
  • With Savior, 3 itemless uses (30 HP of healing), and 5 when carrying a Medikit (50 HP of healing).

Sample Builds

Field Medic

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier

Steadfast

or

Suppression

Revive

Paramedic

Opportunist

Sprinter

Savior

Build Overview
Stat Boosts +7 will
Strengths large healing potential, decent overwatch support
Weaknesses vulnerable to concentrated fire, limited engagement potential outside of overwatch
Preferred battle sites All, especially long missions that will require healing
Most common Loadout Medkit(s), other support items
Power Ranks SGT and MSG for healing output, TSG for overwatch utility
Description These medics are support units and are geared towards defensive roles. Their titular Field Medic perk makes them invaluable during longer operations, such as the Alien Base Assault or Battleship UFO missions. Steadfast’s will boost makes medics with this perk very good candidates for psionic or officer training, both of which will also increase their support utility. However, Steadfast can be dropped for Suppression to take a more active role in the fight. And if Suppression is taken, consider dropping Sprinter for Lock N Load to keep ammo flowing. Opportunist is taken because no other perk synergizes with smoke grenades, but a smoke grenade upgrade can be taken if you don’t want to overwatch and plan on bringing at least one smoke grenade every mission.
Strategic Analysis Try to keep the squad topped off on health for the duration of the mission, though minor chip damage can be ignored to save charges for more serious wounds especially on longer missions. Overwatch whenever possible for the lockdown utility against units that respect it as well as the potential for landing very good, high damage shots on any enemies that challenge it by moving. Medics lack any real tank perks but with Paramedic they can immediately heal themselves without spending any action points if they get hit, so give them heavier armor to take advantage of their minor damage absorption capabilities and since they won’t be going for any aggressive flanks.

Tactical Support

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier

Steadfast

or

Suppression

Smoke and Mirrors

Smoke Grenade

Combat Drugs

or

Dense Smoke

Bombard

Packmaster

Build Overview
Stat Boosts +5 will
Strengths support grenade master
Weaknesses almost no offensive potential, grenade supply is limited
Preferred battle sites All
Most common Loadout Medkit, Flashbang, Battle Scanner, Chem Grenade, Psi Grenade, Mimic Beacon, and/or Shadow Device
Power Ranks SGT for support options, GSG for range, MSG for longevity
Description Medics are more than just healing units, and this build focuses on support items. Smoke and Mirrors, Dense Smoke and Packmaster make them great at creating cover for advancing friendly troops and keeping them from getting hit, with Combat Drugs available to put an offensive twist on smoke grenades if desired. Since Smoke Grenades can be used as a free action thanks to the perk, you can also sling some Psi abilities or Suppression too. Bombard also makes offensive support grenades like Chem, Flashbang, and Mimic Beacon better. This medic tries to prevent allies from taking damage in the first place rather than heal off damage inflicted, so medikits are less preferred at held items but can still be taken on longer missions. Can feel mediocre in early/mid game until GSG/MSG ranks and psi/officer abilities truly enable the build.
Strategic Analysis Due to their defensive support perks it is advised to them keep away from the front lines, working best when they can lay down covering smoke or debuff enemies. Offensive support grenades like Chems and Flashbangs can be difficult to use safely until Bombard, so consider stocking up on Smoke and Medikits until then. When advancing forward out of cover, make sure the medic is the last to move so that if needed a smoke grenade can be deployed to save anyone left standing out in the open. Psionic or officer training is highly recommended due to high base will and endless desire for more support options.

Battle Medic

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier

Suppression

Rapid Reaction

Ready for Anything

Opportunist

Lock N' Load

Extra Conditioning

or

Savior

Build Overview
Stat Boosts +7 will, +7 aim, +1 mobility
Strengths good overwatch utility/dmg
Weaknesses lacks support of other medic builds
Preferred battle sites All
Most common Loadout SCOPE, Medkit, and/or Hi Cap Mags
Power Ranks LCL for utility, TSG for dmg, GSG for ammo supply
Description These Medics focus on using accurate guns to punish enemies for anything they try. With Rapid Reaction, Ready for Anything, and Opportunist, they are death machines capable of attacking up to four times in a single turn at high accuracy. Suppression is useful for giving a utility option to an otherwise fully aggressive build, but will go through ammo very quickly until Lock N Load is picked up. To sacrifice some combat potential for more healing support, Extra Conditioning can be dropped for Savior. This build unfortunately does not become powerful until TSGT, when medics can pick up Opportunist.
Strategic Analysis Early on, simply suppressing enemies will be the most consistent means of using this soldier (consider bringing Hi Cap Mags to suppress twice before needing to reload). Once Opportunist enables Rapid Reaction to be consistent and Lock N'Load allows an effectively unlimited supply of ammunition, however, you can dish out decent damage each turn. Lack of Covering Fire means Flush support is greatly recommended to prevent being too passive. This makes a decent Officer candidate as well; while medics don't exactly push out massive damage, they often feel obligatory to field thanks to all the free healing off Field Medic and Savior, so you might as well share some of your above-average will and get an extra active ability (Command) to use in emergencies.

Guardian

Perk progression
- RANK CORPORAL.png
Lance Corporal
RANK SERGEANT.png
Corporal
RANK LIEUTENANT.png
Sergeant
RANK CAPTAIN.png
Tech Sergeant
RANK MAJOR.png
Gunnery Sergeant
RANK COLONEL.png
Master Sergeant
Perk by tier

Suppression

Rapid Reaction

Paramedic

Opportunist

Sprinter

Savior

Build Overview
Stat Boosts +4 will, +7 aim, +1 mobility
Strengths good overwatch utility/dmg, good healing potential
Weaknesses lacks any smoke grenade perks
Preferred battle sites All
Most common Loadout SCOPE, Medkit, Chem Grenade, Smoke Grenade, Shadow Device, and/or Hi Cap Mags
Power Ranks SGT for healing support, TSG for overwatch, MSG for healing ability
Description These Medics are a combination of a traditional field medic and an overwatch build. With Rapid Reaction and Opportunist, movement is extremely dangerous for the enemy, more or less just as effective for that purpose as you would expect, bar lacking Lock N'Load, meaning reloading will be a very common annoyance. But with Paramedic and Sprinter, this allows you to rush up to a wounded soldier, heal them for free, and then overwatch to heavily discourage any aliens from advancing closer to your patient. Suppression can be chosen over Steadfast for the possibility of instead suppressing the enemy who shot at your patient to begin with.
Strategic Analysis Simply put, throwing Paramedic into your soldiers' ability tree opens up a whole bunch of new action-combinations to protect wounded soldiers, from run-heal-suppress to run-heal-overwatch to run-heal-ghost/chem if you carry the appropriate grenade, and so on. Just about as useful as a full-speced medic (bar revive, of course) and with plenty of utility outside of healing you wouldn't otherwise get.

Field Surgeon

Field Surgeon removes 1 HP worth of damage taken in combat at the end of the mission for every wounded soldier before the fatigue/hospital calculation takes place. Wound times are calculated according to the soldier's lowest HP at any point in the mission; deeper wounds lead (linearly) to larger Wounded timers (before Fatigue time is added on). Thus, with Field Surgeon, a soldier who only sustained 1 HP of health (not armor) damage will not require any hospital time. For soldiers with "deeper wounds" (more than 1 HP lost), Field Surgeon will calculate Wounded timers as if the maximum damage sustained on the mission were 1 less.

See also

Lone Wolf (EU2012).jpg Long War: 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 Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
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