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Cost: 50![]() ![]() Build time: 30 Hit Points: 40 Energy: 200 Ground/Air Attack: 0/0 Natural Armor: 1 Range: 0 Size: Small Supply: 1 Cooldown Rate: 0 Status: Combat Physician Position: Land Movement: Average Sight: 9 Produced At: Barracks Requires: Academy Hotkey: C |
Spells:![]() 1 ![]() Range: 2 Medics heals damage to any of your biological units at a continuous rate until its energy runs out. This is set on autocast, so the medic antomatically tries to heal a unit whenever it has the energy. ![]() 100 ![]() ![]() 50 ![]() ![]() 100 ![]() ![]() 75 ![]() The Medics can blind a targeted unit with a light grenade, making them incapable of seeing beyond 1 matrix square. However, detectors can still have other units spot for them, retains all functions (except detection and sight, of course). | |
Description: Medics provide fast healing (2 hit points per 1 energy) as well as cures for various infections or effects such as Lockdown, Plague, Ensnare, Parasite and Maelstrom. Their sole defense is Optical Flare, but are a big help to infantry units. When playing in ally mode, they can also back up all zerg units, Zealots, Dark Templar and High Templar. |