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star wars zero company medic specialization guide

Learn the star wars zero company medic specialization role, Combat Stim, First Responder, Rally, Med Packs, Morale Boost, and squad support.

9/2/2026 Last updated: 9/2/2026 5 min read

What is the Medic specialization

Medic is the recovery and support Specialization in STAR WARS Zero Company. It helps prevent injuries, rescue downed allies, and strengthen another Operator before a dangerous turn. Choose Medic when the squad needs reliable recovery tools and a safer way to learn how combat, Bonds, and injury pressure interact.

Medic is one of the eight standard Specializations. Its normal kit contains an Ultimate, a Standard ability, and two Passives. The role and several ability interactions are clear, while final healing values, durations, and rank upgrades are To be confirmed.

Medic ability kit

First Responder is the Passive that gives Medic a permanent Med Pack and a Rally action for a downed ally without consuming a normal Utility slot. Rally is a rescue tool, and one setup shows the rescued ally fully healed. The final rank requirements and healing rule remain To be confirmed.

Combat Stim is the Standard ability. It buffs the Medic or an ally by increasing survivability and damage for a limited duration, including max health, melee damage, and ranged damage. Exact duration and final bonus values are To be confirmed.

Morale Boost is the Medic Ultimate. It uses the squad’s shared Advantage resource and raises the Medic and nearby allies’ Morale, while the effect can also support recovery and reduce injury-related hit penalties. One listed entry shows four Morale stacks, yet the complete effect and Advantage progression are To be confirmed.

Lifesaving Measures is another Medic Passive. It improves the health restored by Med Packs, with the percentage changing by upgrade. Treat every numerical increase as To be confirmed until the current Focus Tree shows the final rank.

How to play Medic

Medic should act before the Operator who is about to take the largest risk. Combat Stim can add a health and damage buffer to a Heavy, Assault, or close range attacker, and the action costs one Action Point, with the final cost To be confirmed. The final Action Point and duration rules need confirmation, so preserve a route to cover before committing the Medic.

Keep the free Med Pack in mind when choosing Utility items. First Responder means the Medic’s recovery tool does not occupy a normal Utility slot in the description, leaving room for another item. Rally is reserved for a downed ally, so the Medic can contribute to the active turn while still holding a rescue option.

Morale Boost uses a shared squad resource rather than a normal Action Point. The effect is most relevant when the group needs recovery or when injury-related hit penalties are changing the expected result of several attacks. Since every class Ultimate competes for Advantage, compare the recovery value with a damage or control Ultimate before spending it.

Medic with damage classes

Medic and Gunslinger have a named synergy in the class overview. Combat Stim grants Stimulant and increases ranged damage across the Gunslinger’s shot output. That pairing is useful when the Gunslinger has a reachable target sequence and the Medic can spend an Action Point before the damage turn.

Medic also supports Heavy and Assault. Heavy benefits from more survivability while drawing enemy attention, and Assault benefits from a buffer when it charges into melee range. The exact best target changes with the mission, the remaining injuries, and whether the next turn needs damage, movement, or a rescue.

Scout is another useful secondary direction for a support Operator. Combat Recon can reveal hidden enemies and generate Advantage, giving Medic more information before using Morale Boost. This does not make Scout mandatory, because the squad may already have a dedicated recon role through another Operator.

Operators and build choices

Hawks can use Medic as a recovery-focused direction. He is required on story missions, and Medic Hawks can supply recovery while the rest of the authored squad covers damage and control. Hawks also has the fixed Fearless Leader Talent, which stays with him through a standard-class change.

Custom Operators can select Universal Talents separately from Medic. A custom Medic can take a combat option or choose Espionage or Thievery for campaign resources, though both economic Talents replace another choice, cost 11 Focus Points in the recommendation, and do not stack. The final universal pool and exact upgrade costs remain To be confirmed where the sources do not agree.

Weapon Class is independent from Specialization in the class overview. Medic can therefore be given a weapon that supports the intended range, while the final weapon matrix and every modifier need current in-game confirmation. The practical priority is keeping the Medic close enough to rescue an ally without exposing the support unit to the same attack line.

Medic compared with other support roles

Medic changes the result after a mistake. Scout changes what the squad knows before a mistake, and Scoundrel changes which enemy is easiest to finish. A team can carry one or more of these roles, yet each uses a slot that could otherwise provide direct damage or a second frontline.

Medic is especially valuable when injuries, downed allies, and Bonds matter to the campaign. A player who already controls every engagement may prefer another damage Specialization, while a new player can use Medic to learn the map and recover from a failed attack. The choice should follow the squad’s actual failure point.

What remains To be confirmed

The final Combat Stim duration, complete Med Pack healing table, and every Morale Boost penalty interaction are To be confirmed. Upgraded rescue and damage effects also need current in-game confirmation. Keep their values marked To be confirmed.

Medic’s core answer is stable. Use Combat Stim before a high risk turn, keep First Responder’s free recovery tools available, and spend Morale Boost when shared Advantage is more valuable as recovery than as damage. Exact values, rank ceilings, and late Focus Tree options are To be confirmed.

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