Medic
Combat medic
The reason a squad survives a bad push. Revives faster, heals under pressure, and turns saves into WW3.
Shotgun / CarbineThe role
Squad sustain — the reason the push is still standing.
The Medic decides how long a fight lasts. Revive under fire, top the squad up between trades, and a push that should have collapsed keeps rolling — a full-health four-stack beats a wounded one every time, and you are the reason it stays full. You will not top the killboard; you will win the games the killboard doesn't explain.
Play to sustain, not to frag. Every second you spend chasing a kill is a second a teammate bleeds out on the point. Position one man back from the fight, keep the whole squad inside your reach, and treat every down as a body you can put back in the line.
The reason your squad is still standing. Revive under fire, top up health between fights, and keep the push alive when it should have collapsed. Play to sustain, not to frag.
- Fast revives
- Squad heal
- Revive → WW3 tokens
Class tactics
Revive smart, not brave
Drop a smoke, then res from cover. A rushed revive in the open trades two lives for the one you were trying to save. If the angle's death, wait the beat for it to clear — a slightly late revive still beats a double down.
One man back
Sit a step behind the point so you can reach the whole squad, not just yourself. From there you're the last one standing when a trade goes bad, and the first one able to put everybody back up.
Feed before they fold
Health packs win attrition. Drop the kit where the squad is already holding and top them up before the fight, not after they're already cracked. Sustained pressure comes from a team that never has to peel off to heal.
You are the heart of any push — you keep Assault and Support fighting long past when they should fold. Chain your kit to their advance: they hold the ground, you make sure the ground stays held with the same four people who took it.
Special equipment
Heals everyone standing near it.
Drop it where the squad is already holding, not where you wish they were.
Revives a downed teammate.
From behind cover — never mid-lane where you both die.
Fast close-range revive.
For the quick pick when the fight has moved on.
Field upgrades
Earn the specialization path across a life — each tier unlocks as you keep contributing without dying.
Med Kit tops people off quicker.
Get teammates up before the enemy re-peeks.
Sustain two positions at once.
Reach the down faster.
Fast Revive up close and push with the squad, topping them mid-fight.
Anchor a med-kit hold and out-sustain their pushes.
Unlock progression
What the kit earns as you climb its career — every tier opens by contributing to the win, not by paying for it.
- StartRifle + med kit & defibrillator
Heal the squad, bring the squad back.
- Rank upSyringe revive
Fast pick when the fight has already moved on.
- Keep contributingSecond med kit + fast-revive path
Sustain two positions; get people up before the re-peek.
- Class veteranFast-heal field upgrade
Kits top players off quicker under pressure.
- MasterySprint specialization
Reach the down before the window closes.
Matchups
Medic · Medic typeHow this class trades against the others, from the shared type chart — the same logic the card game and the 2D battle use.
Beats attrition-based enemies; loses to burst-heavy Assault and Special Forces.
The heart of any push — keeps Assault and Support fighting long past when they should fold.
Wallet is optional. Collectibles are optional and not required to play. WW3 values shown are estimates and not guaranteed. Prediction Markets are free and have no payout.



