// S TIER · TEAM CORE · PATCH 2.4

S TierSupportHealerTeam Core

Medic

The only class that single-handedly changes win rates. No team composition is complete without a Medic.

Ability 01

Field Kit

CD: 22s

Medic produces a medical kit and applies it to a targeted teammate within 5 meters, instantly restoring 180 HP. The heal is instantaneous — no channel time, no animation lock. Field Kit can be used while both the Medic and the target are running. Cannot be self-applied.

FIELD KIT — HEAL BREAKDOWN

Base heal:          180 HP
+ TRIAGE passive:   +25%  →  225 HP
+ Second TRIAGE*:   +25%  →  270 HP   (* if 2 Medics in team)

Cooldown:           22s (starts on use)
Range:              5m (must be within melee distance)
Channel time:       NONE (instant)
Self-heal:          NOT POSSIBLE

Most Survivors have 300-400 HP base.
One Field Kit + TRIAGE = 75% of a Survivor's health bar.

// TIPS

  • Field Kit has zero channel time — use it mid-sprint. You never need to stop moving to heal a teammate.
  • Prioritize healing Fighters above all others. A Fighter at 50% HP will hesitate to Parry. A Fighter at 100% HP will Parry aggressively.
  • 22-second cooldown means you can heal roughly once every 22 seconds. Track your cooldown mentally and position near the teammate most likely to take damage.
  • Field Kit cannot self-heal. If you are the last Survivor standing, you have no healing option. Protect yourself first.
Ability 02

Triage (Passive)

Passive — No cooldown

Passive ability. While Medic is alive, all healing received by any Survivor on the team is amplified by 25%. This includes Field Kit heals, self-heals from items, and any other healing source. TRIAGE stacks additively with a second Medic's TRIAGE — two Medics provide +50% healing amplification to the entire team. TRIAGE deactivates immediately if Medic is downed or eliminated.

TRIAGE — STACK RULES

1 Medic alive:   All heals ×1.25  (+25%)
2 Medics alive:  All heals ×1.50  (+50%)  [additive]
0 Medics alive:  All heals ×1.00  (no bonus)

AFFECTED SOURCES:
✓ Field Kit (Medic ability)
✓ Self-heal items (bandages, etc.)
✓ Teammate heals from any source

NOT AFFECTED:
✗ Damage reduction abilities
✗ Respawn health values

DEACTIVATES WHEN:
→ Medic is downed (not dead — downed)
→ Medic is eliminated from the match

// TIPS

  • TRIAGE deactivates when you go down, not when you die. Staying alive is your #1 priority — more valuable than any individual heal.
  • In a double-Medic team, the +50% amplification makes even basic self-heal items extremely powerful. Encourage teammates to carry healing items.
  • TRIAGE affects your own Field Kit. A solo Medic's Field Kit heals 225 HP, not 180 HP.
StatValueNotes
Base Move Speed4.6 m/sSlightly below average
Base Health300 HPLowest health pool
Field Kit Heal180 HP+25% with own TRIAGE = 225
Field Kit Range5mMust be within melee range
Field Kit Cooldown22sStarts on use
Field Kit Channel0sInstant, no animation lock
Triage Amplification+25%Passive, always active
Triage Stack (×2)+50%Additive with second Medic
Triage DeactivationOn downNot on death — on down
Self-HealNoneCannot use Field Kit on self
Stun Resistance20%Lowest of all Survivors

Early Game

Your first priority is positioning, not healing. In the opening 60 seconds, no Survivor should be taking damage yet. Use this window to map the team's locations and identify who is doing what. Stay within 10 meters of the Fighter at all times — they will be the first to take damage. Do not rush to complete generators. Your job is presence, not objectives.

Mid Game

This is your most active phase. The Killer has found the team and chases are happening. Your rotation is: heal the Fighter after every Parry attempt, then immediately reposition to the next most-damaged Survivor. Field Kit's 22-second cooldown means you can heal roughly 2-3 times per minute. Prioritize: Fighter > Technician > Security Guard > Customer. Never let the Fighter drop below 150 HP — below that threshold, they will not Parry.

Late Game

With 1-2 generators remaining, the Killer is applying maximum pressure. Your TRIAGE passive is now the most valuable thing on the map — stay alive above all else. If you go down, every subsequent heal your team receives loses 25% effectiveness. In the final 60 seconds, stop proactively seeking teammates to heal and instead hold position near the exit gate. Heal anyone who comes to you. Do not chase the action.

Who To Heal First

// USE THIS FRAMEWORK EVERY TIME FIELD KIT IS OFF COOLDOWN

#1

Fighter

Below 150 HP, Fighter will not Parry. A Fighter who won't Parry is a liability, not an asset.

HEAL IF < 150 HP
#2

Technician

An interrupted Technician loses objective progress. Keep them healthy enough to survive a Wire Whip hit.

HEAL IF < 200 HP
#3

Security Guard

Camera intel is lost if Security Guard goes down. Heal them before they become a rescue priority.

HEAL IF < 180 HP
#4

Customer

Low team value, but a downed Survivor is a rescue burden. Heal if Field Kit is available and no higher priority target exists.

HEAL IF < 120 HP
#5

Self (via items)

You cannot use Field Kit on yourself. Use any carried healing items if below 150 HP. Your TRIAGE passive amplifies your own self-heals.

USE ITEMS < 150 HP

// EXCEPTION: If the Killer is actively chasing a Survivor, do not attempt to heal them mid-chase — you will both take damage. Wait until the chase breaks, then immediately apply Field Kit.

Fighter

★★★ Core

The strongest two-class pairing in the game. Fighter takes damage every time they Parry — Medic instantly restores it. This loop makes the Fighter effectively unkillable as long as Medic stays alive. Position within 5m of the Fighter at all times during active chases.

Security Guard

★★★ Core

Security Guard's ALERT ability tells Medic exactly where the Killer is at all times. This means Medic can predict who will take damage next and pre-position for the heal. Without Security Guard intel, Medic is reactive. With it, Medic is proactive.

Technician

★★★ Core

Technician completes objectives fast but is vulnerable during V.A.N.N.I. activation — they cannot move or react for the duration. Medic standing guard during V.A.N.N.I. use prevents the Killer from getting a free hit on the most valuable objective class.

Customer

★☆☆ Weak

Customer provides no utility that benefits Medic's playstyle. BLEND IN is a solo-survival tool with no team interaction. Medic's heals are wasted on a Customer who avoids team fights — the heal cooldown is better spent on higher-value targets.

01

Your health pool is 300 HP — the lowest of all Survivors. You die faster than anyone. Play at the back of the team, never at the front.

02

TRIAGE deactivates when you go DOWN, not when you die. The moment you hit the ground, your team loses 25% healing. Avoid going down at all costs — more important than any heal.

03

Field Kit is instant. You can heal a teammate while both of you are sprinting at full speed. There is never a reason to stop moving to heal.

04

Memorize the 22-second cooldown. Count it in your head after every use. Knowing exactly when Field Kit is available prevents hesitation.

05

In a double-Medic team, coordinate cooldowns. One Medic heals at T+0, the other at T+11. This gives the team a heal every 11 seconds instead of every 22 seconds.

06

If the Killer is Ennard, watch for Skin Suit near downed teammates. Do not rush to heal a downed Survivor without Security Guard confirming the Killer's position first.

07

Against The Mimic, trust Security Guard's ALERT over your own eyes. Copy Cat makes visual identification unreliable — the camera feed does not lie.

08

In the final 30 seconds, your only job is to reach the exit gate alive. Do not attempt any heals in the last 30 seconds unless the target is directly next to the gate.