Medics are a campaign-only unit in StarCraft II: Wings of Liberty. They are unlocked by playing the mission "The Outlaws".[1] The healing ability has a somewhat longer range than in StarCraft, allowing medics to stay behind friendly troops. Bunkered medics may also heal troops in the same bunker, allowing bunkered marines to use stimpacks more liberally.
Medics are cheaper and available earlier in the campaign than the medivac dropship. Medics are better able to keep formation with infantry, but are in turn more vulnerable to attack. Medics have a higher priority in StarCraft II than in StarCraft and are more likely to be targeted.
Medics heal targets 25% faster and use 33% less energy per heal.
The stabilizer medpack is a new generation of medical nanobot that heals targets more efficiently and can be injected at faster rates. Show your marines that you truly care by outfitting your medics with stabilizer medpacks today![3]
Storing medpacks has traditionally required the advanced facilities of the tech lab. Remedius Medical Systems now offers a storage facility that can be housed in the barracks itself, eliminating the need for the tech lab when training and outfitting medics.[3]
Armor upgrades increase health of affected units by 5% per level.[4]
We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more efficiently than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the armory and engineering bay increases unit life by 5% in addition to increasing armor.
Increase starting energy of all units by 100. Increase maximum energy of all units by 100.[5]
This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time. All "Specialists units" use energy: such as the medic, ghost, spectre, thor, wraith, banshee, raven, science vessel and battlecruiser.
100 100 Mastery: -2 -2 per Research Resource Cost mastery point. Down to a maximum 40 40 60
Effect
Heal Effect: Restore 4 hit points per 0.83 Heal Cost: 2.5 per second Mastery: +0.04 hit points per Medics Heal Additional Target mastery point. Up to a maximum 3.6 hit points.
The following section contains information from a previous version of StarCraft II which is no longer valid.
In earlier StarCraft II builds the medic was available in multiplayer before being replaced by the medivac dropship.[6] The medics could not jump and made reapers much less useful.[7]
The medic's abilities remained largely the same as in StarCraft. Medics were produced from barracks with attached tech labs.[8]
The medic's campaign-only upgrades would make them overpowered in multiplayer.[9]
Flare
The grenade launcher ability had been changed to reveal an area rather than blind a target unit.[10][11] It cost 50 energy. The flare did not act as a detector, but it did reveal terrain over cliffs (spotting for siege tank attacks).[11]
In initial development, Campbell returned to voice the medic. However, as she was replaced with Tricia Helfer, she has expressed doubt as to whether the current lines are her own (at least in terms of delivery).[12]