Medic
Medics are both the finest surgeons in the world and some of the finest marksmen in the world, making them effectively masters of life and death.

Compared to other Operatives, Medics have 100 bonus energy, have double the base HP and energy regeneration rates, get 15 extra movement speed, and are armed with a slightly faster-firing battle rifle.

Skills:
Administer Med-Pack - Medics can quickly administer medical kits so potent that they can bring a soldier from the brink of death and back to full health. Heals over time and removes all negative buffs upon casting.

Level
Duration
Cooldown
Mana Cost
Range
Area of Effect
Allowed Targets
Effect
1
30 sec.
2 sec.
50
250
Unit
Air, Ground, Friend, Self, Organic, Vulnerable, Invulnerable
Heals 15 HP/sec. Dispels on attack. Removes negative buffs.
2
30 sec.
2 sec.
50
250
Unit
Air, Ground, Friend, Self, Organic, Vulnerable, Invulnerable
Heals 25 HP/sec. Dispels on attack. Removes negative buffs.
3
30 sec.
2 sec.
50
250
Unit
Air, Ground, Friend, Self, Organic, Vulnerable, Invulnerable
Heals 30 HP/sec. Uninterruptable. Removes negative buffs.
4
30 sec.
2 sec.
50
250
Unit
Air, Ground, Friend, Self, Organic, Vulnerable, Invulnerable
Heals 40 HP/sec. Uninterruptable. Removes negative buffs.
5
30 sec.
2 sec.
50
250
Unit
Air, Ground, Friend, Self, Organic, Vulnerable, Invulnerable
Heals 50 HP/sec. Uninterruptable. Removes negative buffs.

 

Steron Injection - Medics are issued otherwise-illegal Steron processing kits. Recipients of Steron find themselves moving and firing faster than ever before!

Level
Duration
Cooldown
Mana Cost
Range
Area of Effect
Allowed Targets
Effect
1
30 sec.
10 sec.
50
350
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Self, Structure
+10% move speed, +33% attack speed.
2
30 sec.
10 sec.
50
350
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Self, Structure
+10% move speed, +50% attack speed.
3
45 sec.
10 sec.
50
350
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Self, Structure
+10% move speed, +66% attack speed.
4
45 sec.
10 sec.
50
350
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Self, Structure
+10% move speed, +83% attack speed.
5
60 sec.
10 sec.
50
350
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Self, Structure
+10% move speed, +100% attack speed.
   

Shock Pads - Medics are trained to use the otherwise life-giving electrical pads as weapons, sending those on the receiving end flying away. Any units caught in the path of the flying unit take damage, acting as bowling pins, as well as the flying unit itself, acting as a bowling ball.

Level
Duration
Cooldown
Mana Cost
Range
Area of Effect
Allowed Targets
Effect
1
Instant
15 sec.
75
200
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Structure
350 damage, 150 bowling pin damage, 150 bowling ball damage, 2.5 second stun.
2
Instant
15 sec.
75
200
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Structure
450 damage, 200 bowling pin damage, 200 bowling ball damage, 4 second stun.
1
Instant
12 sec.
75
200
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Structure
600 damage, 250 bowling pin damage, 250 bowling ball damage, 4.5 second stun.
1
Instant
12 sec.
75
200
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Structure
650 damage, 300 bowling pin damage, 300 bowling ball damage, 5.5 second stun.
1
Instant
9 sec.
75
200
Unit
Air, Debris, Enemy, Friend, Ground, Neutral, Structure
750 damage, 350 bowling pin damage, 350 bowling ball damage, 6 second stun.

 

 

Stand and Fight! - Medics can skillfully administer adrenaline injections, bringing back their comrades from death itself!

Level
Duration
Cooldown
Mana Cost
Range
Area of Effect
Allowed Targets
Effect
1
Instant
20 sec.
200
200
Unit
Ancient, Hero, Invulnerable, Neutral, Organic
Brings back to life the corpse of 1 friendly hero.
2
Instant
10 sec.
100
300
Unit
Ancient, Hero, Invulnerable, Neutral, Organic
Brings back to life the corpse of 1 friendly hero.