Medic (second specialization)
The Medic excels at healing and preserving their teammates. Medics can also boost their teammates, both physically and psychologically.
This Operator and all nearby allies increase to 4 stacks of Morale.
remaining
Focus ladder
Each line upgrades one ability. Under each rank: what that rank costs on top of the one before, and the roster level it asks for. Click a rank in the tree above to read it.
Starting abilities
Builds that run Medic
Each one is the focus in the order it is spent, within the 24 focus an operator earns in a campaign, and each opens in the build planner with its ranks, weapon, mods and utility items set.

Hawks, the enabler
Medic first, because the sixth rank of Combat Stim is the best single line in the game: Strong Stimulant on an ally for the rest of the combat, +3 damage and +12 max health, for 1 AP. Medic has to be the first specialization to reach it, since the second-slot ladder stops at rank five. The 23 focus it costs is almost the whole ceiling, and that is the point: stim the squad on turn one, every fight.
Scoundrel second for Identify Weakness, 1 AP to make an enemy Vulnerable so the next attack on it is a critical hit. First Responder means Hawks carries a Medpac in no slot at all, and Fearless Leader adds Assist damage to every operator just by Hawks being present.
Combat Stim the two operators who will take fire, Identify Weakness on the elite, then Call for Backup for the operator with the biggest gun.
The recon Hawks below is the other way to run him, and Scout as the second specialization is a middle road: The Spotter on his own shots and Combat Recon for the squad.
| Line | Rank | Focus | At this rank |
|---|---|---|---|
| Morale BoostMedic | 1 / 6 | 0 | This Operator and all nearby allies increase to 4 stacks of Morale.7 Advantage, 1 per combat |
| Combat StimMedic | 6 / 6 | 23 | Grants Strong Stimulant to an ally for the rest of this combat, greatly increasing Max Health, Melee Damage, and Ranged Damage.1 AP |
| Lifesaving MeasuresMedic | 1 / 5 | 0 | Medpacs used by this Operator restore an additional +5% Health. |
| Easy MarkScoundrel | 1 / 5 | 0 | Marks the chosen enemy allowing this Operator to Assist the next ally that attacks that target.7 Advantage, 1 per turn |
| Identify WeaknessScoundrel | 1 / 5 | 0 | Makes a chosen enemy Vulnerable, allowing the next attack to Critically Hit.1 AP |
| Never Play FairScoundrel | 1 / 4 | 0 | Increases this Operator's Assist Damage by +1. |
| Fearless LeaderFearless Leader | 1 / 6 | 0 | When Hawks is present, increases Assist Damage by +1 for all Operators |

Hawks, the recon
Combat Recon is 1 AP for one Advantage per enemy in the area, once a turn, and the area grows with rank. That is a squad's worth of Special Actions paid for without firing a shot: Trick's Bulwark, Cly's darts and Surge, an astromech's Coordinated Support. Tactical Timing at rank three is a 60% chance of another point on each of his own kills, and Ambush spends the whole pool on one shot when nobody else needs it.
Medic second keeps a Combat Stim rank in the kit, three turns of Stimulant at rank two, so the opening still has a buff in it. The Spotter marks whatever his blaster damages, which removes range and smoke penalties for everyone who shoots it next.
Recon the biggest cluster, spend one shot on whatever the squad is about to focus so it is Spotted, and hold the rest of the AP for Overwatch.
| Line | Rank | Focus | At this rank |
|---|---|---|---|
| AmbushScout | 2 / 6 | 3 | Execute a well-timed surprise attack on an enemy. The more Advantage used in this attack, the greater the damage.All remaining Advantage, 1 per turn |
| Combat ReconScout | 4 / 6 | 9 | Assess threats in the target area, granting Advantage for each enemy in the assessment area.1 AP, 1 per turn |
| Tactical TimingScout | 3 / 5 | 6 | Provides a 60% chance to gain +1 Advantage when this Operator defeats an enemy. |
| Morale BoostMedic | 1 / 5 | 0 | This Operator and all nearby allies increase to 4 stacks of Morale.7 Advantage, 1 per combat |
| Combat StimMedic | 2 / 5 | 3 | Grants Stimulant to an ally for 3 Turns, increasing Max Health, Melee Damage, and Ranged Damage.1 AP |
| Lifesaving MeasuresMedic | 1 / 4 | 0 | Medpacs used by this Operator restore an additional +5% Health. |
| Fearless LeaderFearless Leader | 2 / 6 | 3 | When Hawks is present, increases Assist Damage by +1 and Defense by +1 for all Operators. |