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Overview[]

Portrait
CombatMedic
In-Game Description MOS: 68W (Healthcare Specialist)
The Health Care Specialist is primarily responsible for providing emergency medical treatment, limited primary care and health protection and evacuation from a point of injury or illness. Health Care Specialists are often called "combat medics" in the Army, because some Soldiers in this MOS are assigned to deploy with Army combat units, and provide emergency medical treatment directly on the battlefield. Other Health Care Specialists are assigned to military hospitals and clonics to assist doctors and nurses with the health care needs of patients.
Experience Requirements

Enlisted: 0 XP - Private {PVT}

Warrant Officer: 0 XP - Chief Warrant Officer 1 {CW1}

Commissioned Officier: 0 XP - Second Lieutenant {2LT}

Maximum Per Game 3
Health 420*
Energy 190
Armor 1
Move Speed 2.90
Weapon Type Assault Rifle
Weapon Damage 35* - 40*
Weapon Range 15
Weapon Speed 0.3
Rounds per Magazine

60

(*Affected by Rank.)

Primary Abilities[]

Soldier Skills[]

  • Each level unlocks abilities or effects and also gives the following bonuses:
    • Increases Fitness, Dexternity, and Mechanical Skill by 2.
    • Reduces reload and unjam time by 15%.
Level Effect
1 Unlocks Perform Self-Aid.
2 Unlocks Firemode Burst and Marksmanship.
3 Increases move speed by 0.10 and improves Prone.
4 Unlocks Rifle Butt.


First Aid[]

  • Each level unlocks or improves specific Combat Medic abilities related to First Aid.
  • Each level increases Mechanical Skill by 1.
Level Effect
1 Unlocks Blood Transfusion.
2 Unlocks Nano-Injection.
3 Improves Blood Transfusion.
4 Improves Nano-Injection.


Augmentation[]

  • Each level unlocks or improves specific Combat Medic abilities related to Augmentation.
  • Each level increases Mechanical Skill by 1.
Level Effect
1 Unlocks Anabolic Performance Enhancement.
2 Unlocks Cognitive Enhancement.
3 Unlocks Pain Killer.
4 Improves Anabolic Performance Enhancement.
5 Improves Cognitive Enhancement and Pain Killer.


Revive[]

  • Brings a nearby dead allied hero unit back to life.
Level Energy Cost Casting Time Cooldown
1 180 7 90
2 120 6 80
3 100 5 70


Secondary Abilities[]

Blood Transfusion[]

  • Target allied unit will restore health and energy over time.
  • Affected by the Blood In Blood Out [BO] Skill Identifier. (*Altered Values)
    • Additionally allows the ability to be cast twice.
First Aid Level Health Healed Energy Restored Duration Ailments Cured Energy Cost Cooldown
1 150 25 30 None 80 32 (30*)
3 250 40 20 Minor Ailments 60 22 (20*)


Nano-Injection[]

  • Target allied unit will restore health instantly and will be cured of specific Ailments.
  • Affected by the Blood In Blood Out [BO] Skill Identifier. (*Altered Values)
First Aid Level Health Healed Ailments Cured Energy Cost Cooldown
2 100 (150*)

Minor Ailments

Moderate Ailments

90 40
4 150 (300*)

Minor Ailments

Moderate Ailments

Severe Ailments

Poison Ailments

80 35


Anabolic Performance Enhancement[]

  • Improves target friendly unit's attack speed and move speed temporarily.
  • When cast on an allied unit, the caster has a 50% chance to gain the effect itself.
Augmentation Level Attack Speed Increase Move Speed Increase Duration Energy Cost Cooldown
1 30% 0.15 30 95 60
4 40% 0.20 35 80 45


Cognitive Enhancement[]

  • Improves target friendly unit's attack damage, attack speed, and attack range temporarily.
  • When cast on an allied unit, the caster has a 50% chance to gain the effect itself.
Augmentation Level Attack Damage Increase Attack Speed Increase Attack Range Increase Duration Energy Cost Cooldown
2 30% 30% 4 30 105 60
5 45% 35% 6 35 90 45


Pain Killer[]

  • Improves target friendly unit's health and move speed while minimizing move speed loss temporarily.
  • When cast on an allied unit, the caster has a 50% chance to gain the effect itself.
Augmentation Level Health Increase Move Speed Increase Duration Energy Cost Cooldown
3 100 0.10 30 55 35
5 170 0.15 35 45 30

Additional Actions (Z)[]

Sprint (T)[]

  • Drains the sprint meter to increase move speed for up to 12 seconds.
  • Move speed bonus decreases linearly with the sprint meter.
  • Sprint meter recharges from empty to full in 15 seconds.
  • Cannot be activated if afflicted by the Fractured Leg ailment.
  • Has a cooldown of 2 seconds.


Reload (R)[]

  • Discards the remaining rounds in the current magazine and loads a new one.
  • Consumes 1 magazine. Cannot be performed if insufficient magazines remain.
  • Will automatically occur when there are 0 rounds remaining and the player has at least 1 magazine, but will not trigger cooldown.
  • Base reload time is 4 seconds. Reload time is affected by Soldier Skills or the Quick Thinking [QT] Skill Identifier.
  • Has a cooldown of 5 seconds.


Immediate/Remedial Action (A)[]

  • Removes the Jammed debuff over a short period of time. The amount of time required to remove the debuff has a 16.7% chance to be quadrupled. Is affected by Soldier Skills and the Quick Thinking [QT] Skill Identifier.
  • Has a cooldown of 10 seconds.


Drop Magazine (D)[]

  • If the player has at least 3 magazines readied, will decrease their magazine count by 3 and place a Magazine item with 1 charge into their hero unit's inventory. If its inventory is full, then it will drop at the hero unit's location.
  • Has a cooldown of 1.5 seconds.


Jump (Q)[]

  • Displaces the unit in a target direction, allowing it to traverse most terrain obstacles. Also allows the unit to move from a higher elevation to a lower elevation by jumping over cliffs.
  • Has a cooldown of 8 seconds.
  • If performed off of a cliff onto a much lower elevation, the unit will suffer from Jump Injury, taking initial damage and decreasing its move speed temporarily.
  • Cannot be activated if afflicted by the Fractured Leg ailment.


Perform Self-Aid (F)[]

  • The unit heals itself for 35 health over 10 seconds.
  • Removes Minor Ailments.
  • Has a cooldown of 30 seconds.
  • Is affected by the Self-Sufficient [SS] Skill Identifier:
    • Increases the health healed to a random amount between 35 and 70.
    • Removes Minor Ailments as well as Moderate Ailments.

Firemode Burst (H)[]

  • Gives the unit an alternating attack speed buff and attack speed debuff until toggled off.
  • Has a cooldown of 3 seconds.
  • This ability is unlocked at Soldier Skills level 2.


Prone (E)[]

  • Increases base damage by 10%. With Soldier Skills level 3, will instead increase base damage by 13%, attack speed by 8%, and range by 1 unit.
  • Reduces move speed by 80%.
  • Gives an 80% chance to reduce explosive damage by 35%.
  • Increases evasion by 15% in PMC mode.
  • Has a cooldown of 2 seconds.


SITREP (Z)[]

  • Lists the conditions all allies without full health or has ailments, then pings their positions on the minimap.
  • Has a cooldown of 3 seconds.


Rifle Butt[]

  • This ability is unlocked at Soldier Skills level 4 or upon using the Barbaric [BA] Skill Identifier.
  • Nearby Light enemies will be periodically knocked back and damaged.


Frag Grenade (G)[]

  • Throws a frag grenade at the target point, dealing explosive damage to enemy and allied ground units in the area. The explosion also destroys items, can detonate Explosive Charges, and causes screen-shake to nearby players.
  • Deals 400 damage. Costs 85 energy and has a cooldown of 120 seconds.
  • Unlocked with Command Sergeant Major {CSM} (95,000 Enlisted experience).


Marksmanship[]

  • Increases attack range by 2 and Dexterity by 8.
  • Grants a 12.5% chance to land a critical hit, increasing damage dealt by 2x and causing penetration splash damage on that attack.
  • Unlocked at Soldier Skills level 2.


Flare Gun (G)[]

  • Fires a Flare Gun at the target point, providing vision of the area within 15 units radius and revealing invisible units within 15 units radius for allies and enemies. Enemy units in an area of 6 units radius have 20% decreased move speed. Lasts 45 seconds.
  • Costs 70 energy and has a cooldown of 180 seconds.
  • Unlocked with Chief Warrant Officer 5 {CW5} (120,000 Warrant Officer experience).

Guides[]

Recommended Skill Identiifers[]

First SI Second SI Description

Blood In Blood Out [BO]

Energetic [EN]

Light Armor [LA]

Twinkle Toes [TT]

Barbaric [BA]

[BO] or [EN] to increase healing efficiency.

[LA], [TT], or [BA] to increase survivability.


Recommended Items[]

  • Combat Medic is allowed to use the following weapons: SOF-AR, HK42, US MCR, M5-MAR, and Styner BR-2.
Item Description

Kinetic Integrator

Energy Cell

All Combat Medic abilities have high energy costs.
HK42 Move speed is crucial to survival.

M5-MAR

MGL

40mm Grenades

The 40mm Rifle Grenade counters high-priority enemies such as Lickers.
Kevlar Combat Armor Increased survivability without loss of move speed.

Recommended Ability Builds[]

Level Angel Medic Support Medic Veteran Medic
1 First Aid 1 Soldier Skills 1 Soldier Skills 1
2 First Aid 2 Soldier Skills 2 Soldier Skills 2
3 Revive 1 Revive 1 Revive 1
4 First Aid 3 First Aid 1 First Aid 1
5 First Aid 4 Augmentation 1 Augmentation 1
6 Soldier Skills 1 First Aid 2 Augmentation 2
7 Soldier Skills 2 First Aid 3 Soldier Skills 3
8 Revive 2 First Aid 4 First Aid 2
9 Soldier Skills 3 Soldier Skills 3 Augmentation 3
10 Augmentation 1 Revive 2 Augmentation 4
11 Augmentation 2 Augmentation 2 Augmentation 5
12 Augmentation 3 Augmentation 3 Soldier Skills 4
13 Soldier Skills 4 Soldier Skills 4 Revive 2
14 Augmentation 4 Revive 3 First Aid 2
15 Augmentation 5 Augmentation 4 First Aid 3
16 Revive 3 Augmentation 5 First Aid 4

Angel Medic[]

Max out First Aid first because ailments are pretty common and to make full use of [BO] early. After maxing out Revive, go into Soldier Skills to hit harder and run faster.

Support Medic[]

This build allows you to help your team in terms of damage before going into First Aid. Recommended for experienced teams that do not require Combat Medics babysitting everyone.

Veteran Medic[]

This build capitalizes on the 50% chance of self-buff from Augmentation. SI's would be [VT] + [EN]. Pain Killer on yourself mitigates the health penalty of [VT]. Recommended rank would be {CW5} with the Flare Gun unlocked or {SMA} with both [VT] and the Frag Grenade unlocked.

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