KF2 Field Medic: Solo Poison and Team Support Builds
A community opinion guide arguing that the Field Medic is far more than a walking infirmary: a self-sufficient "one-man army" that can carry Hell on Earth, or a dedicated team support. The author treats the Medic as an individual player first and describes two builds, solo and support. See also Field Medic HoE guide and Field Medic loadout guide.
What the Medic does
The Medic is built around healing and poison damage. Every Medic weapon has an alternate fire that shoots darts: they heal allies on hit and poison ZEDs, and the stronger the weapon, the stronger the effect and the faster the dart charge recovers. Medic grenades apply the same effect as a cloud. The author loves the class because it can win a lost game as the last survivor, and says that at levels 20 and 25 the perk gives enough stats to play freely from other players.
Solo build ("one-man army")

Skill choices of the self-sufficient Medic.

The loadout screen of the solo Medic. The author notes that the drone can be replaced with an HMTech-301 Shotgun.
With this skill setup the Medic has:
- Up to 30% damage resistance, so staying around 70 health is the most effective defence; lower is not worth it.
- A larger magazine, which does not matter much for the chosen rifle, and an extra 10% run speed, which adds a lot to survival because the Medic can simply escape, heal and go on firing darts.
- Poison as the main damage source; weapon damage matters too, and since you mostly heal yourself, the skills aimed at allies matter less.
- A choice between a poison cloud or a healing cloud from grenades; the poison cloud is clearly better against the coming wave of ZEDs.
How a game goes: play calmly and heal allies until you reach the HRG Excision, and from there you start to enjoy yourself. The weakness at the start is money, because damage is low and healing earns almost nothing; the author suggests playing two waves as a Berserker without changing weapons and then buying the right Medic weapon immediately.
Find a spot on the map where your team can hold, place the drone and kill ZEDs visible from afar. The rifle kills a Bloat or a Siren with a single dart hit, and Scrakes and Fleshpounds may never reach you because active poison kills them first. ZEDs cannot kill you if they do not stand still, since they come from different directions. If you are driven off your position, throw a grenade so that ZEDs run after you and you also restore health. Darts do not slow you down because reloading is automatic; only a rifle shot forces a reload and slow walking.
Bosses are no different for a Medic than for anyone else: the King Fleshpound is bad, the others are fine, and the Patriarch is even better because poison can kill him before he heals. Darts, darts and only darts.
Team support build

Skill choices for a team Medic.
For a team Medic the arsenal is very flexible: any Medic weapon fits, each with its own fire modes (gas spray, bouncing balls or plain bullets) and its own alternate dart. Pick whichever is comfortable. This build has stronger healing, which also gives bonuses to speed, damage and resistance, and during Zed Time it heals the team around you by emitting a grenade-like healing effect. It is very pleasant for the team, but such a Medic cannot play calmly alone, because the skills help the team and are not aimed at killing ZEDs. Choose to rely on the team or on yourself, and reread the solo section if you want to go alone.
FAQ
- Can a Medic play alone on Hell on Earth?
- The author says yes with the solo skill setup, which gives up to 30% damage resistance, extra run speed and poison as the main damage.
- What is the best money tip for a new Medic?
- Play two waves as a Berserker without changing weapons, then buy the right Medic weapon.