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Specialization

Zero Company Medic class guide

Healer and Injury preventer whose buffs raise both a teammate's damage and their survival odds.

Confirmed
Confidence
Confirmed
Verified
4 August 2026
Version
pre-release (no retail build)

Quick answer

Healing, Injury prevention, and physical and psychological buffs.

Range
close, medium
Build themes
Sustain across long missions · Combat Stim damage buffing · Morale and regeneration · Permadeath protection
Suggested weapons
PistolRifle
Tags
sustain, injury-prevention, advantage-spender

Abilities

Confirmed abilities

Only abilities named by an official source appear here. The complete kit has not been published.

  • Combat Stim

    Confirmed

    Temporarily increases a teammate's damage and health for a duration that has not been published.

    Build value: Because the buff raises damage, it is worth the most on the Operator that makes the most separate attacks in a turn — which is the Gunslinger. This is the clearest confirmed pairing in the pre-release information.

  • Morale Boost

    Confirmed

    Described by the developer as an Advantage ability that can provide regeneration to the team.

    Build value: Squad-wide sustain, but it is paid for out of the same Advantage pool as the Soldier's rocket and Hawks' AP support. Planning which of those gets the Advantage is the core of the Advantage economy.

Squad partners

Who to pair the class with

Each pairing states whether the interaction is officially confirmed or our reading of confirmed mechanics.

  • Gunslinger

    Combat Stim's damage increase is worth the most on the Operator that makes the most individual attacks. Confirmed synergy.

  • Heavy

    The Heavy concentrates incoming damage on one Operator, which is exactly what a single-target healer handles best.

  • Assault

    The Assault takes the most exposure by advancing, so it accrues Injuries fastest.

Strengths

  • Combat Stim temporarily increases a teammate's damage and health — the only confirmed buff that improves offense and defence at once.
  • Injury prevention directly counters the permadeath system, which is enabled by default.
  • Allies can Rally downed Operators, and a Medic reduces how often that is needed.

Weaknesses

  • Morale Boost is described as an Advantage ability, so the Medic competes with rockets and other spenders for one shared pool.
  • Spending AP on healing is AP not spent on damage.
  • Healing throughput is unknown, so its value against difficulty scaling is untested.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • Combat Stim's exact damage and health values, duration and AP cost.
  • Whether Morale Boost regeneration is squad-wide and what it costs in Advantage.
  • Whether Injury prevention is passive, active, or both.
  • Whether a Medic can revive or only Rally and heal.

Builds using the Medic

Other Specializations

Sources