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Medic

The medic keeps teammates in the fight. A revive isn’t just picking someone up; it is a coordinated exchange between medic and player.

2
Medics allowed per squad. Almost always run at least one
9
Bandages you carry (other kits get 2)
4
Smoke grenades: your best tool for moving safely

You still have a rifle: you’re expected to fight for your squad’s objective too. But your real value is keeping people up and saving tickets.

Medics can see everyone’s health, so they have the best picture of the squad’s tactical situation.

Squad Leader → where

Owns the strategic goal, because they have the most information from the rest of the team: where the squad plays and what it aims for.

Medic → how

Owns the firefight, because they know who is hurt and who can be saved: how the squad plays right now.

  • Watch players when you can. If they ate a grenade right now, could you revive them?
  • If someone is bleeding, tell them their health. If one bullet would kill them, get them into cover and heal them.
  • If a player can’t be revived, tell them so they can reset. The medic gives permission to give up.
  • Talk constantly: health, revive plans, and whether people are standing somewhere you can actually reach.
  • Top up health at every opportunity.
Medic on squad channel
  • squadMedic“Rifleman, you’re at 30 %, back behind the wall, healing you now.”
  • squadMedic“LAT, I can’t reach you, give up and take the rally.”
  • squadMedic“Grenadier, you’re in the open, I can’t revive you there. Move to the barn.”
Conventional medic

Plays like frontline infantry with extra caution. Your own safety comes first: you are the anchor the squad holds the line around.

Pocket medic

Keeps one key player or position alive, e.g. holding the staircase until your charge needs you. Stay away from windows and not in the same room as your charge, so one explosive can’t kill you both. Take close-range weapons and extra grenades.

Know which one you are, and expect it to change mid-game.

Most factions offer two medic kits:

Long-range medic
A better optic on the rifle.
Close-range medic
More grenades and binoculars (some factions still get a small optic).

No medic, no healing. Your position in the squad matters more than anyone else’s.

✓Do
  • Move in the middle of the squad, never first or last
  • Fight from behind your squad. If the squad gets wiped, aim to be the last one alive
  • Use smoke and cover to move from patient to patient
  • Stay out of unnecessary danger
✕Don't
  • Be the first point of contact (unless you’re ambushed)
  • Take risks a rifleman would take. If you go down, nobody gets healed
On the map: 200 m
You can see whether nearby players are healthy, bleeding or down.
In the world: 30 m
Exact health, time left before bleeding out, and when they’ll die.
  • Tell your SL if you see a friendly squad go down within 200 m.
  • Remind downed players not to give up if you can get to them.
  • Ask downed players: they know the situation better than you. How did they go down? Are they in cover? Do you need smoke?
  • Tell teammates about to revive someone to save their bandages. You’re faster and have more of them.
Medic on squad channel
  • squadMedic“Medic on the way, don’t use your bandage.”
  • squadMedic“Hold on, don’t give up, I’m coming to you after this fight.”
  • squadMedic“SL, the squad to our north just got wiped.”

You can see the health of players in a vehicle when their character is visible from outside: logis, light vehicles, helicopters, open seats. If your vehicle takes fire, check whether anyone is about to bleed out: if not, tell the driver to keep going; if so, tell them to stop as soon as it’s safe so you can patch people up.

Priorities change with the situation. A typical order:

  1. 1HAT / LAT + RiflemanWhen enemy vehicles are nearby.
  2. 2Vehicle crewGet the vehicle moving before it is destroyed.
  3. 3Squad LeaderAwareness, rallies, building, fire support.
  4. 4MedicPick them up fast if several people are down: they heal themselves and speed up other revives.
  5. 5Rifleman / Grenadier / MGWhen infantry is close and you need firepower facing outwards.
  6. 6Combat Engineer / MarksmanUsually last: they add the least in a close fight.
✓Do
  • Keep everyone up while you fight from cover or a building. Momentum wins firefights
  • Tell players out of reach that you’ll get to them after the fight
✕Don't
  • Revive players in hard-to-reach or dangerous spots
  • Run into the open mid-firefight. Revive them once the fight is over
  1. 1Risk

    Will you become a casualty too? Is it worth it? Sometimes yes, even if it is almost certain death.

  2. 2Hazard

    Where is fire coming from? Movement? Enemy markers? Friendlies to cover you? Cover or concealment?

  3. 3Comms

    Ask the downed player how and where they died, and if it is safe.

  4. 4Strategy

    Vehicle crew, HAT, SL or logistics players may want to respawn elsewhere. Check first.

  5. 5Success

    Know your plan for the 5–10 seconds after the revive, and share it.

Tell them the plan: which angle to cover, where to move, whether you need an ammo bag, smoke or AT. If you are reviving another medic, agree who heals whom.

Situation Job done when…
Non-medic revives anyone The revive finishes
Medic revives a medic The revive finishes (they can heal themselves)
Medic revives a non-medic They are fully healed
✓Do
  • Fight from spots where you would be comfortable reviving someone yourself.
  • When downed, tell the medic where you are, what killed you and whether you are safe to revive.
  • If your stamina stops regenerating while walking, you have 10–15 s: get to hard cover and bandage now.
✕Don't
  • Die in the open and expect a revive.
  • Stay silent when you are down.
  • Waste your last seconds. If you can’t bandage, go all in (unless your death confirmation would hurt the team). Fix bayonets!