Perks & Classes

KF2 Field Medic Loadout and Skills: A Player's Guide

This is a player-written Field Medic guide for Killing Floor 2, updated by its author in August 2023. It describes one preferred way to play the perk that worked even in six-player Hell on Earth games. For the perk basics see Field Medic perk levels.

Quick overview

Medic skill selection All-left skill choices.

Skills: take all left-side options while leveling; it helps the team and also you if you pick the left skill at level 5.

Medic weapons Syringe, welder, knife plus the three main guns.

Weapons (besides the knife, syringe and welder): HMTech-501 Grenade Rifle, HMTech-301 Shotgun and HMTech-101 Pistol.

The role

You need a loadout that lets you defend yourself and heal quickly, plus map knowledge, especially where ammo boxes appear later in the match, or at least good scavenging habits while being chased.

Your main goal is healing teammates, and nothing else comes first. Kill ZEDs only when they block you or the team is already healthy. On Hell on Earth a team can die very quickly once you look away, and every lost player makes survival harder. A Medic who ignores heal requests and just shoots ZEDs loses games. If you cannot do the job, practice on lower difficulties first. Medics have little firepower but great survivability: a better syringe that heals you a lot and recharges faster, and healing grenades that heal allies and poison ZEDs.

Weapon progression

WeaponPriceNotes
HMTech-101 Pistol200Starter; keep it for healing darts and as a backup
HMTech-201 SMG650Temporary until you can afford the better guns; also fires darts
HMTech-301 Shotgun1100Strong damage, scarce ammo; reliable against Large ZEDs
HMTech-501 Grenade Rifle2000First permanent gun; alt-fire healing grenades

The Grenade Rifle is an assault rifle whose alt-fire shoots healing grenades. Use it to heal several teammates huddled together, or heal yourself (with the left skills it works on you too). Unlike other Medic guns it has no rechargeable darts; it uses its own grenade ammo, and each ammo box or Support ammo pickup gives 2.

Why these skills

  • Symbiotic Health: more health and you get healed when you heal teammates.
  • Adrenaline Shot: healed teammates get a movement speed boost; with Symbiotic Health it applies to you through healing grenades (not syringes).
  • Focus Injection: increases team damage, again working on you via grenades.
  • Coagulant Booster: reduces damage taken. It pairs well with Adrenaline Shot.
  • Zed-Time Airborne Agent: releases healing gas, making you a walking healing grenade; it cannot heal you unless you have Symbiotic Health. The gas also poisons ZEDs, which the in-game description did not mention at the time of writing.

Other things the author noticed:

  • Healing grenades apply buffs even to fully healed players, so you can pre-buff the team before a fight or yourself when in danger.
  • Healing darts can buff full-health allies if aimed manually, and they can poison ZEDs.

Why these weapons

  • Grenade Rifle: shoots enemies and heals, with no dart recharge but a need to reload. If you are the last one alive you can shoot healing grenades at yourself (with all-left skills) to buff and escape, and spamming them buys time to think. Ammo boxes are crucial.
  • Shotgun: the most firepower of the three; used mainly on Large ZEDs when you have time to switch, and as the backup when Grenade Rifle ammo runs out. It is also one of the weapons used for healing darts.
  • Pistol: weak but dependable ammo-wise; the last-resort backup and a source of darts.

Alternative: the Healthrower, good against trash ZEDs and able to heal teammates with its stream, but be careful poisoning Large ZEDs because it makes headshots harder for others.

FAQ

What is a Field Medic's top priority in KF2?
Healing teammates. Killing ZEDs is secondary and mostly for when they block you or everyone is already healthy.
Which skills does this guide use for the Medic?
All left-side choices: Symbiotic Health, Adrenaline Shot, Focus Injection, Coagulant Booster and the Zed-Time skill Airborne Agent.
Which weapons does the build use?
HMTech-501 Grenade Rifle, HMTech-301 Shotgun and HMTech-101 Pistol, with the HMTech-201 SMG as a temporary step.