Combat Medic
Basic Stats:
Health 150
Shield 25
Armor 1
Weapon (Terran Infantry Weapon, TAC) 24+4
Mana (gas) regeneration rate 0.25/s + 0.25/s per upgrade
Base mana 10+15 per upg, max 160
Spells:
UV1-3 Cloak 25
UV1-3 Lockdown 100
Restoration 40
Defensive Matrix 100
UV4 Inject Stim 75 Cast stimpack on target unit (including enemies)
UV4 Optical Flare 25
Heal In current UV4, heal does not cost energy and heals at 1.5x speed compared to regular medics
Units not affected by inject stim: Ascended Sorcerer, Bomber, Ultraviolet, Witch, Brawler, zerglings, ultralisks, archons, corsairs, shuttles
Gas Skills:
UV4
[40 mana] Summon Ghost: Summon a ghost (max 4)
[120 mana] Summon Elite Firebat: Summon an Elite Firebat (max 4)
[20 mana] Summon Marine: Summon a marine (max 12)
[80 mana] Prime Renewal: Fully heal all allied heroes (HP, SP & NRG; unlimited distance)
[200 mana] Summon Medbay: Summon a Medbay building (HP 250, Armor 2) which can cast Heal (100 energy: heals HP , SP & NRG of all allied men (11×11 area))
Passive: 8 Marines → 1 Elite Marine (max 6); 4 Ghosts → 1 Elite Ghost (max 2)
UV 1-3
40 Gas - Summon marines, firebats, ghosts, medic. Once you reach the max amount of regular and elite version the next rank of units are summoned. (For example after you get 8 marines and 3 elite marines, firebats will be summoned)
| Unit Progression | Marines | Elite Marines | Firebats | Elite Firebats | Ghost | Medic |
| Max Count | 8 | 3 | 8 | 2 | 2 | 1 |
| # per Summon | 3 | - | 2 | - | 1 | 1 |
8 marines/firebats will fuse into elite versions