Medic
Overview
The Medic is one of the eight standard classes (called Specializations in game) available to any operator in Star Wars Zero Company. EA describes it as:
The Medic excels at healing and preserving their teammates through healing and the prevention of injuries. Medics can also boost their teammates, both physically and psychologically.
Abilities
| Ability | Slot | Cost | Effect |
|---|---|---|---|
| Morale Boost | Ultimate | 7 Advantage | This Operator and all nearby allies increase to 4 stacks of Morale. Once per combat. Each turn Morale restores 2 HP per stack and then loses a stack, and an Operator holding Morale ignores Chance-to-Hit penalties from Injury |
| Combat Stim | Standard | 1 AP | Grants Stimulant to an ally for 2 Turns, increasing Max Health, Melee Damage, and Ranged Damage. +8 Max Health and +2 Melee and Ranged Damage, rising to +12 and +3 for the rest of combat at its top rank |
| Lifesaving Measures | Passive | None | Medpacs used by this Operator restore an additional +5% Health |
| First Responder | Passive | None | 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 |
Morale Boost
The Ultimate raises this operator and all nearby allies to 4 stacks of Morale. Each stack adds +9% Chance-to-Hit, and Morale is lost when an operator takes damage.
Morale Boost appears as a Focus Tree node, confirmed to rank III.
Combat Stim
Grants Stimulant to an ally for 2 turns, increasing Max Health, Melee Damage, and Ranged Damage. It also appears as a Focus Tree node.
Lifesaving Measures
Medpacs used by this operator restore an additional +5% Health at base rank. Higher ranks are confirmed in the Focus Tree, reaching +20% at the rank shown in official material. Medpacs are utility items that heal the user or a single ally, and they cannot be used on Droids.
First Responder
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.
An operator’s Specialization otherwise determines how many Utilities they can carry; see Armory.
Confirmed interactions
- First Responder is the Improved Rally described in EA’s material, where a Medic restores more health to a Downed operator than other classes
- A Down costs an Injury regardless of who rallies; three Injuries are permanent death. See Permadeath
- Rallying costs the reviving ally AP to move to and revive the Downed operator
- EA cites Medic and Gunslinger as a confirmed pairing, Combat Stim increasing the damage of a high volume of shots
- Healing an ally increases the Bond between the two operators; see Bond System
Upgrade ranks
Every ability above continues past its base values through the Focus Tree, where each rank costs Focus Points and improves the effect. Ranks with no recorded value are left out rather than filled in by inference.
Morale Boost Ultimate
| Rank | Effect |
|---|---|
| I | 7 Advantage, once per combat. This operator and all nearby allies increase to 4 stacks of Morale. Each turn Morale restores 2 HP per stack and then 1 stack is lost. While an operator has Morale they ignore Chance-to-Hit penalties from Injury |
| II | 5 stacks of Morale |
| III | 6 stacks of Morale |
| IV | 7 stacks of Morale |
| V | 8 stacks of Morale |
| VI | 10 stacks of Morale |
An earlier EA description of the Morale Boost III node cast Morale as +9% Chance-to-Hit per stack, lost when the operator takes damage, rather than the healing and injury-penalty immunity in the ability data.
Combat Stim Standard
| Rank | Effect |
|---|---|
| I | 1 AP. Grants Stimulant to an ally for 2 turns, increasing Max Health by +8 and Melee and Ranged Damage by +2 |
| VI | Increases Max Health by +12 and boosts Melee and Ranged Damage by +3, and now lasts for the remainder of combat |
Ranks II, III, IV and V carry no recorded values.
Lifesaving Measures Passive
| Rank | Effect |
|---|---|
| I | Medpacs used by this operator restore an additional +5% Health |
Higher ranks exist but carry no recorded values.
An upgraded rank of this passive has been seen at +20% Health, with a further rank above it; the intervening values are not recorded.
First Responder Passive
| Rank | Effect |
|---|---|
| I | 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 |
Higher ranks exist but carry no recorded values.
If information is missing, it has not yet been confirmed. Corrections are welcome.