Perks & Classes

KF2 Field Medic Techniques: Syringes, Grenades and Jumpvading

This is a paraphrase of a community guide on "not so basic" Field Medic techniques for players who heal their team and add a healthy helping of ZED killing. It does not cover combat-medic style play, weapon statistics or perk options in depth. For perk reference see the Medic perk page.

When to fire bullets or syringes

Many medics wait until someone is near death and then empty all syringes into them. That is decent but not optimal. If a teammate has even a sliver of missing health, shoot the syringe right then: you keep them topped off and the passive strength and resistance buffs start working. Healing even 1 HP triggers the effects, so the next hit is easier to survive. This pairs especially well with high-resistance classes like Berserker and Survivalist, and the damage buff helps Commandos and SWAT who deal bursts of damage to trash ZEDs.

Healing grenades are not only for healing

Besides the syringe, the healing grenade is one of the Field Medic's most valuable items. It is commonly thrown when two or more teammates need rapid healing because it creates a wide healing aura.

It also works as a trash killer. While trash ZEDs are tearing at your teammates, a grenade's poison damage kills most of them nearly instantly. The point is to keep trash away from your damage dealers: the fewer trash ZEDs a Commando or SWAT has to deal with, the more they can help heavy hitters finish special ZEDs. A grenade that kills a few Crawlers can save an otherwise winnable game.

Redirecting special ZEDs and taking hits for teammates

In a contest of who can take a beating, a Berserker would win, but the Field Medic has tricks. Thanks to the syringe recharge rate, the Medic is almost a survivalist before the Survivalist class existed. Redirecting a Fleshpound or Scrake mid-rage is a powerful tool: a Fleshpound's 60+ HP hits on higher difficulties are a mere scratch when you can use a recharging syringe as a crutch. By taking the hit you spare a teammate from cowering at the back waiting for their own syringe, and they can keep firing rockets or handguns. If you have enough HP to spare, take the hit.

Movement and line of sight with patients

Syringes must hit the teammate's body to work. Two tips:

  1. Take the high ground when it is safe, so you can look down at teammates; remember to lead your target. With enough practice you can hit at any range.
  2. Predict teammate movement. Watch whether they tend to jump, backpedal or turn and run, and aim accordingly.

Jumpvading

Useful when you have just fired syringes and even a fast recharge is not enough to get you out of trouble. Combined with redirecting ZEDs from teammates, it lets you lead a special ZED around and back to a teammate who is ready for it.

Imagine a Scrake charging at you alone while your team has wandered off. You backpedal and he swings his chainsaw. Steps:

  1. Know what is behind you so you are not cornered against a wall. This comes with map knowledge.
  2. Be running when you jump backward. The key is to jump at just the right time to narrowly avoid the swing, which needs running momentum. It can be done walking but the timing is much tighter and is advised only if you do not want to run into a horde you know is behind you.

Healing darts as a tracer

If there is no Commando on the team, shoot your darts to poison ZEDs and track them. This works mainly for Stalkers and is a good alternative to the Commando's tracking skill.

Wrap-up

The guide ends with a humorous note that a medic who keeps everyone alive earns the dosh thrown after the boss falls.

FAQ

When should a Medic fire syringes at teammates?
As soon as a teammate is missing even a sliver of health, rather than waiting until they are near death, so the passive resistance and damage buffs start working early.
Can healing grenades be used offensively?
Yes. Their poison damage kills most trash ZEDs nearly instantly, freeing damage dealers to focus on special ZEDs.
What is jumpvading?
Jumping backward while running at the right moment to narrowly avoid a heavy swing, such as a Scrake's chainsaw, then redirecting the ZED away from teammates.