Perks & Classes

KF2 Field Medic Guide: Perks, Mediguns, Loadouts and Tips

The Field Medic is the only class in Killing Floor 2 that can heal a whole team effectively: no Survivalist or Commando with the HMTech-401 can replace one. It has the lowest damage potential of any class, but it hands out huge buffs. This guide from a veteran Medic of Controlled Difficulty servers covers the perk, every skill, every medigun with stats, loadouts and tricks. For a shorter take see the Medic perk page and the HoE skills guide.

Perk bonuses

  • Syringe and darts recharge 3 times faster.
  • Syringe and darts heal 50% more.
  • 50% damage resistance to Bloat bile, second only to a Berserker with parry or resistance active.
  • 10% movement bonus, third fastest class after the Gunslinger and a Berserker with Skirmisher.
  • Max armor 175, the highest in the game. But tanking should be a last resort: you lack a Berserker's damage mitigation, and the team needs you alive.

Skill selection

On higher difficulties it is strongly recommended to go full left. Dedicated Medics on Controlled Difficulty servers do, and teams are hesitant to swap them for a random player.

TierSkillsVerdict
5Symbiotic Health (+25 max HP to 125; you receive the same dart you give, so you self-buff) / Resilience (damage resistance as HP drops; at half HP about 50% DR, but that is two-shot territory on high difficulty)Symbiotic Health in multiplayer, Resilience in solo
10Adrenaline Shot (+30% speed to darted teammates, enough for a Commando to outrun a raging Scrake) / Combatant Doctor (bigger medic magazines except the Incision, +10% speed)Adrenaline Shot in multiplayer, Combatant Doctor in solo
15Focus Injection (+20% damage at max for teammates; a godsend for SWAT and Survivalist) / Acidic Rounds (poison DoT)Always Focus Injection. Acidic Rounds is the worst skill in the game: large Zeds resist poison 75% (bosses 90%) and the panic makes their heads hard to hit
20Coagulant Booster (+30% damage resistance for teammates, e.g. a Fleshpound hit of 60 becomes 42) / Battle Surgeon (+20% damage, stacks with Focus Injection to 40%)Coagulant Booster in teams; Battle Surgeon in solo or on lower difficulty. With it or full Focus Injection the Incision needs 3 shots instead of 4 to decap a 6-player Scrake
25Airborne Agent (gas aura in Zed Time, about 5 seconds longer, kills everything up to a Gorefast and heals teammates slowly, not you) / Zedative (kills during Zed Time explode for 150 damage in a 400 unit radius, heal 15 HP, snare 30% for 5 s, +30% damage)Airborne Agent; Zedative needs luck or a good Commando

Weapons

Dart guns can be homed on a highlighted teammate (a green reticle and a beep); only the Incision must be scoped to home.

WeaponWeightNotes
Scalpel-Only for the economy on wave 1 and to parry a raging Fleshpound's attacks for 20% damage reduction
HMTech-101 pistol12 darts at 15 HP (22.5 at level 25), 15 s recharge (5 s at 25); one free upgrade; best as a sidearm
HMTech-201 SMG32+1 darts, 13 s recharge (4 s); small Zeds take 1.5x from SMGs; main early gun with the 101 as sidearm
HMTech-301 shotgun62+1 darts at 20 HP; 6 pellets of 25 damage; high stumble and penetration; the old large-Zed killer and a good lane gun
HMTech-401 rifle73+1 darts at 15 HP, 10 s recharge (3 s); 35 damage; hard recoil for a Medic; meta weapon
HMTech-501 grenade rifle810 healing grenades (60 HP in the cloud, 90 at level 25), reload per grenade; best only for a capable, camping team; sidearm only
HRG Healthrower72+1 darts at 20 HP; tap-fire sprays heal like Airborne Agent and kill small Zeds in about 3 taps; gives every buff instantly per tick; cancels DoT from Bloats and Husks
HRG Incision82 darts at 40 HP (60 at 25); 400 damage hitscan, EMP stops Fleshpound rage and keeps Scrakes docile; best solo or on long-sightline maps
HRG Vampire8Debuff tool: bleed slows Zeds 30%, +4x incap, weaker attacks; blood ball heals 60 HP (90 at 25); Sirens destroy it
Hemogoblin73+1 darts at 20 HP; 100 damage needles; bleed debuff; shines on the boss wave
Hemoclobber43+1 heal hits at 30 HP; only a fallback; never melee on high difficulty
Mine Reconstructor (DLC)8Author's verdict: the worst weapon, near zero practical use
Medic grenade-5 per round; 50 HP (75 at 25) if you stand in the cloud
HMTech Healer (syringe)-20 HP per shot, recharge 15 s (5 s); use on yourself once you have a second dart gun

HMTech-101 HMTech-101 pistol skin in the inventory.

HMTech-301 HMTech-301 shotgun.

HMTech-401 HMTech-401 assault rifle.

HRG Healthrower HRG Healthrower, the second meta weapon.

HRG Incision HRG Incision.

Hemogoblin Hemogoblin.

Loadouts

  • 401 + Healthrower + 101: full support meta loadout.
  • 401 + T5 301: heal loadout that also deters Scrakes.
  • 401 + 501: camping loadout.
  • 401 + Hemogoblin + 101: boss wave.
  • 301 + T5 Incision: solo easy mode.
  • 401 + Incision: long distance healing.
  • Healthrower + 501: holdout maps (Descent, Power Core, Biolapse, Nightmare).

The Hemoclobber is intentionally left out because it gives a false sense of security.

Off-perking

Two freezers work well because a Medic does not deal enough damage to rage large Zeds: the Freezethrower (7 weight, about 20 ammo to freeze a Scrake or Fleshpound, pairs with 401 + 101) and the Frost Fang (7 weight, freezes a large Zed in 2 shots, built-in parry for 50% reduction). The Compound Bow (8 weight, DLC) freezes with 2 freeze arrows and pairs only with the 401.

Freezethrower Freezethrower.

Tips and tricks

  • Buy a 201 on wave 2 or 3, resell it once you can afford a better weapon, and keep the 101 as the second dart gun.
  • Do not tank. Only take a hit if a teammate would otherwise die, for example one at 25 HP fleeing a raging Fleshpound.
  • Donate dosh once your loadout is complete: Medics bank a lot, healing itself earns money.
  • Press Tab to track teammates' health.
  • Throw a medic grenade up the lane when the team is pushed back, to clear trash.
  • Reload cancel: hold fire while the reload animation plays, then bash once the ammo counter rises. Practice it; done wrong, the animation restarts.

No Medic on the team?

If nobody medics, everyone should carry a medigun and dart each other. The author's examples: Berserker T5 Hemoclobber plus T5 Nailgun; Commando 401 plus FN FAL; Support T5 301, T5 Nailgun and Hemoclobber; Firebug Helios, Caulk n' Burn and a T3 101; Gunslinger AF2011s, T5 Deagles and a T2 101; Sharpshooter T5 M14, SPX and a T2 101 (or M99 plus a 201); SWAT 201, Kriss and a T4 Nailgun; Demolitionist RPG plus a 301 (it must finish a Scrake with a 301 headshot).

FAQ

What is the meta Field Medic loadout?
HMTech-401 plus HRG Healthrower, with an HMTech-101 as a spare dart gun. The Healthrower gives full team buffs and the 401 is the dart machine.
Which Medic skills should I take on high difficulty?
Go full left on Suicidal and Hell on Earth: Symbiotic Health, Adrenaline Shot, Focus Injection, Coagulant Booster and Airborne Agent. Use Resilience, Combatant Doctor and Battle Surgeon only in solo.
Is Acidic Rounds worth taking?
No. Large Zeds resist poison heavily (75% for Scrakes and Fleshpounds, 90% for bosses) and the effect panics them, making headshots harder.