KF2 Medic Perk Guide: Skills, Weapon Stats and Builds
This is a reference for the Medic perk in Killing Floor 2 (originally in Brazilian Portuguese): XP bonus, passives, skills, weapon statistics with upgrade costs, strategy and builds. Figures come from the author's game version. See also Medic perk, Medic perk levels, and the Berserker equivalent.
Role
The Medic is the guardian angel who keeps the squad fighting long after you should be bleeding on the floor. All its weapons have an alt fire with healing darts that heals at a distance. It usually stays behind the team; its grenades heal and damage ZEDs, and its biggest weakness is low damage to large ZEDs. Its focus is to heal the team.
XP bonus
Medics get bonus XP for healing teammates. Each Medic has a personal healing meter; every time a teammate is healed, the meter increases. Once it reaches 10 points it resets and the Medic earns bonus XP (4 on Normal, Hard, Suicidal and Hell on Earth); the leftover carries into the next cycle.
Passives
- Syringe recharge rate improves by 8% per level, 200% at level 25.
- Syringe health restored: +50% at level 25.
- Damage from Bloat vomit reduced by 2% per level, 50% at level 25.
- Movement speed +0.4% per level, 10% at level 25.
- Armor +2% per level, 50% at level 25.
- A less distracting camera during toxic damage.
Skills
| Level | Option | Effect |
|---|---|---|
| 5 | Symbiotic Health | Max health +25%; healing allies restores 6% of your max health |
| 5 | Resilience | Damage resistance +1% per missing health point, up to 60% |
| 10 | Adrenaline Shot | Healing dart hits give allies +10% move speed for 5 seconds, stacking to 30% |
| 10 | Combatant Doctor | Perk weapon magazine size +50% and your move speed +10% |
| 15 | Focus Injection | Dart hits give allies +5% damage for 5 seconds, stacking to 20% |
| 15 | Acidic Rounds | Perk weapons poison ZEDs for damage over time |
| 20 | Coagulant Booster | Dart hits give allies +10% resistance for 5 seconds, stacking to 30% |
| 20 | Battle Surgeon | Perk weapon damage +20% |
| 25 | Airborne Agent | Release a healing gas during Zed Time that heals allies and damages enemies |
| 25 | Zedative | During Zed Time all weapon damage +30%; your kills cause a gas burst that poisons ZEDs and heals players |
Weapons
Starting weapons

HMTech-101 Pistol.
- HMTech-101 Pistol: weight 1, 200 dosh, damage 20, magazine 15, reserve 240, dart heals 15 and uses 50% of the heal charge, full recharge 15 s. Upgrades cost 500, 600, 700 and 1500 (damage x1.7, x2, x2.55, x3; recharge x0.9 to x0.6). At 1 weight it is worth buying on any class to help heal; headshots decapitate Clots, Stalkers and Crawlers. Use it until you can afford the HMTech-401.
- Scalpel (knife): light 32, heavy 64, block and parry 20%. With Acidic Rounds the knife also poisons. Its strike power is a little over double that of other knives.
- Medic Grenade: gas that poisons ZEDs and heals people in the blue cloud: 50 damage per second over a radius of 3.5 and 8 seconds, heals 5 per second, activates 0.5 s after landing. No damage falloff, passes through doors even when closed, and ZEDs take 5 poison damage per second for 10 seconds afterward, handy against small ZEDs.

Knife and Medic Grenade.
The standard 9mm pistol (single 25 damage; dual 150 dosh) is also available, as for every perk.
Tier 2 and 3

HMTech-201 SMG.
- HMTech-201 SMG: weight 3, 650 dosh, damage 20, magazine 40, reserve 480, dart 15 at 40% charge, recharge 13 s; upgrades 600, 700, 1500.
- HMTech-301 Shotgun: weight 6, 1100 dosh, 6 pellets of 25, magazine 10, reserve 90, dart 20 at 40% charge, recharge 12 s; upgrades 700, 1500.

HMTech-301 Shotgun.
- Hemogoblin: weight 7, 1100 dosh, damage 100, magazine 7, reserve 112, dart 25 at 30% charge, recharge 10 s; upgrades 700, 1500. It causes bleeding: each bullet has its own bleed, and bleeding ZEDs move 30% slower, attack 20% slower, deal 30% less damage and have 50% lower resistance to incapacitation.

Hemogoblin.
- HRG Healthrower: a Freezethrower variant for Medics; weight 7, 1000 dosh, 27 per hit, range 10 m, magazine 100, reserve 500, heals 6 per 0.2 s on direct hit, dart 20 at 40% charge. It does not create ground ice or fire, heals allies, and its beam damages after the shot for 0.35 s without ammo, so tapping the trigger gives more damage per magazine than holding it.

HRG Healthrower.
- Mine Reconstructor: weight 7, 1200 dosh, hit damage 35 to 350, charge time up to 1.2 s, mine damage 40 to 400, mine lifetime 300, up to 12 active mines, healing 5 to 50 per explosion, magazine 12, reserve 132.

Mine Reconstructor.
Tier 4
- HMTech-401 Assault Rifle: weight 7, 1500 dosh, damage 35, magazine 40, reserve 400, dart 15 at 30% charge, recharge 10 s. The standard mid-game choice.

HMTech-401 Assault Rifle.
- HRG Incision: a modified Railgun; weight 8, 1500 dosh, damage 400, heal dart damage 75, magazine 1, reserve 39, dart 40 at 50% charge. Its auto-lock only works on players and is less effective than the Railgun's.

HRG Incision.
- HRG Vampire: weight 8, 1500 dosh. Blood ball explosion 20 to 200 (radius 130 to 280), heals 12 to 60 per explosion, impact damage 15 to 150, charge 1 s or 10 ammo; crystal spike 320; suction range about 7.2 m for 15 damage; magazine 40, reserve 240. The blood ball does not heal its owner; minimum ammo per attack is 4; it deals toxic, bleed and ballistic damage.

HRG Vampire.
- Corrupter Carbine: weight 7, 1500 dosh, damage 275, seed explosion 300 over radius 4.5, magazine 40, reserve 400, dart 15. Killing a ZED while it has a seed attached causes a gas burst that heals players and damages ZEDs (the seed lasts 6 seconds; the cloud heals 5 per 0.5 s for 5 seconds). Seed recharge 14 s at 50% ammo; hitting a player heals 25.

Corrupter Carbine.
Tier 5 and multiperk
- HMTech-501 Grenade Rifle: weight 8, 2000 dosh, damage 47, grenade impact 50 and gas cloud 60 for 8 seconds, magazine 30 (grenade 1), reserve 270 (grenades 10). The only Medic weapon without infinite healing; it heals twice as much as normal grenades and receives Demolitionist and Commando bonuses.

HMTech-501 Grenade Rifle.
- Hemoclobber (multiperk): weight 4, 1200 dosh, light 80, heavy 140, bash 40, magazine 2, reserve 10, explosion 200. See the Berserker guide for details.

Hemoclobber.
General strategy
- Focus on healing and buffs, but also kill smaller ZEDs. Prioritize healing over damage; help finish stunned ZEDs but avoid shooting other large ZEDs alone. Watch around and kill small ZEDs surrounding the team.
- Use TAB to see allies' health. In early waves with only the pistol, use the syringe, which heals more efficiently. Never stray from your team; if it splits, stay with the larger group.
- In Zed Time use your full firepower, since recoil is easier to control. The crosshair shows heal charge, ammo and whether an ally needs healing (with a characteristic sound).
- When the team deals with a big ZED, focus on buffs and healing; your arsenal is not effective against them.
- On higher difficulties with a full team carry two weapons, so when one is on cooldown you switch and keep healing.
- Buff skills apply even to full-health allies, and you get the buff when you heal an ally who is not at full health.
- With Airborne Agent you are a walking grenade, so stay close to teammates.
- Use grenades to save surrounded teammates, not randomly or while fleeing big ZEDs; throw them when the team is stationary or defending.
Builds
- Solo: right skill at every level (5, 10, 15, 20, 25).
- Co-op: left skill at every level.
- Incomplete team, more damage: level 5 optional, level 10 left, level 15 right, level 20 right, level 25 left.
In co-op, assault rifles, the shotgun and the pistol prioritize healing, and the Hemogoblin debuffs ZEDs if your team lacks damage dealers. These are examples; experiment with your own combinations.
FAQ
- How does the Medic XP bonus work?
- Each Medic has a healing meter. Every 10 points of healing done resets the meter and grants bonus XP (4 on every difficulty); the leftover points carry over.
- Do buff skills work on teammates at full health?
- Yes, buffs apply even when the ally is at full health, but you only receive the buff yourself when you heal an ally who is not at full health.
- Which skills should a Medic pick for co-op versus solo?
- For co-op the guide picks the left skill at every level, and for solo the right skill at every level.