Medic | Star Wars Zero Company
Class
Medic
The Medic excels at healing and preserving their teammates. Medics can also boost their teammates, both physically and psychologically. 7 abilities across 21 upgrade tiers, with what each one does at every tier.
Role
The following skills keep a team fighting even through the harshest of conditions: First Responder equips every Medic with a set of Surgeon's Tools for healing wounded allies. Combat Stim boosts a teammate for several turns, enhancing their capabilities. Morale Boost provides momentum to a fatigued team, allowing them to fight beyond normal capabilities.
Abilities
Every Medic ability the game ships, with the effect text for each upgrade tier. Higher tiers replace the tier below them.
Action says what the ability costs on your turn and Cooldown how often you get it back, which together are what decide a turn - a Major action is your turn, a Minor action leaves you able to act again.
| Ability | Tier | Action | Cooldown | Type | Effect |
|---|---|---|---|---|---|
| - | Passive | - | - | Medpacs used by this Operator also remove all Negative Status Effects from the healed ally. | |
| I | Simple action | - | - | Grants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage. | |
| Combat Stim | II | Grants Stimulant to an ally for 3 Turns, increasing Max Health, Melee Damage, and Ranged Damage. | |||
| Combat Stim | III | Grants Stimulant to an ally for 4 Turns, increasing Max Health, Melee Damage, and Ranged Damage. | |||
| Combat Stim | IV | Grants Stimulant to an ally for 5 Turns, increasing Max Health, Melee Damage, and Ranged Damage. | |||
| Combat Stim | V | Grants Stimulant to an ally for 6 Turns, increasing Max Health, Melee Damage, and Ranged Damage. | |||
| Combat Stim | VI | Grants Strong Stimulant to an ally for the rest of this combat, greatly increasing Max Health, Melee Damage, and Ranged Damage. | |||
| First Responder | - | Passive | - | - | This Operator is permanently equipped with a Medpac that does not use a utility slot. When this Operator rescues an ally with Rally, that ally is Fully Healed. |
| - | Passive | - | - | Using a Medpac on an ally grants that ally 1 stack of Invulnerable. | |
| I | Passive | - | - | Medpacs used by this Operator restore an additional +5% Health. | |
| Lifesaving Measures | II | Medpacs used by this Operator restore an additional +10% Health. | |||
| Lifesaving Measures | III | Medpacs used by this Operator restore an additional +15% Health. | |||
| Lifesaving Measures | IV | Medpacs used by this Operator restore an additional +20% Health. | |||
| Lifesaving Measures | V | Medpacs used by this Operator restore an additional +30% Health. | |||
| I | Major action | Once per encounter | Ultimate | This Operator and all nearby allies increase to 4 stacks of Morale. | |
| Morale Boost | II | This Operator and all nearby allies increase to 5 stacks of Morale. | |||
| Morale Boost | III | This Operator and all nearby allies increase to 6 stacks of Morale. | |||
| Morale Boost | IV | This Operator and all nearby allies increase to 7 stacks of Morale. | |||
| Morale Boost | V | This Operator and all nearby allies increase to 8 stacks of Morale. | |||
| Morale Boost | VI | This Operator and all nearby allies increase to 10 stacks of Morale. | |||
| - | Passive | - | - | When this Operator Rallies a Downed ally, both this Operator and the Rallied ally gain 3 Stacks of Morale. |
More on classes
All classes and specializations covers how Specializations, the Focus Tree and cross-training fit together. Operators lists who joins the squad and what each of them can do.
