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!!!'''Default DP cost range (without potential upgrades):''' 3 DP[[note]]1-star operators only[[/note]], 17 - 20 DP


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!!!'''Default DP cost range (without potential upgrades):''' 16 - 18 DP


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!!!'''Default DP cost range (without potential upgrades):''' 19 - 21 DP


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!!!'''Default DP cost range (without potential upgrades):''' 14 - 16[[note]]No 6-star operator released yet to have this upper bound cost[[/note]] DP
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/ak_wandering_icon.png]]


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!!!'''Default DP cost range (without potential upgrades):''' 16[[note]]No 4-star operator released yet to have this lower bound cost[[/note]] - 18[[note]]No 6-star operator released yet to have this upper bound cost[[/note]] DP
[[quoteright:100:https://static.tvtropes.org/pmwiki/pub/images/ak_incantation_icon.png]]
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* ShootTheMedicFirst: Sometimes, it is recommended to deploy the Medic later than, say, your GlassCannon [=DPS=], defenseless items like the Imprisonment Devices and Terminals, or any other operators you need to stay on the map for their utility in order to draw fire from them since most of the time, enemies will target the latest deployed enemy in their range, since they can heal themselves back. While not as optimal as letting, say, Idle Casters or Defenders draw fire, in certain setups this is simply not possible and, if the Medic is leveled up well, they are often next in line to be hit. [[AvertedTrope Averted]] with Lumen's module, that makes him less likely to be targeted by enemies.

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* ShootTheMedicFirst: Sometimes, it is recommended to deploy the Medic later than, say, your GlassCannon [=DPS=], defenseless items like the Imprisonment Devices and Terminals, or any other operators you need to stay on the map for their utility in order to draw fire from them since most of the time, enemies will target the latest deployed enemy in their range, since they can heal themselves back. While not as optimal as letting, say, Idle Casters or Defenders draw fire, in certain setups this is simply not possible and, if the Medic is leveled up well, they are often next in line to be hit. [[AvertedTrope Averted]] with Lumen's module, that makes him less likely to be targeted by enemies.enemies (although he will still get hit by Originium Altars if placed in their range and by ballistae if he's in front of them).
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* ParasolOfPrettiness: With the exception of Purestream, the Therapist Medics use an umbrella to cast their healing Arts.
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* TimeMaster: Her Arts seemingly work by accelerating or reversing time on a specific object. This can be used to heal people by reverting their wounds back into healthy tissue, or neutralize attacks like [[spoiler:how she deteriorates the metal of Monique's arrow and reverts the shaft into a tree branch]].

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* TimeMaster: Her Arts seemingly work by accelerating reverting target objects to their previous or reversing time on a specific object. original states. This can be used to heal people by reverting their wounds back into healthy tissue, or neutralize attacks like [[spoiler:how she deteriorates corrodes the metal of Monique's arrow and reverts the shaft into a tree branch]].
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%%Attention: Please refrain from using the WhyWontYouDie trope for situations where Operators are resilient to being killed; that is not the correct use of the trope. The trope is meant for a character saying the stock phrase or something similar.
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'''Therapist''' Medics have a large healing range, though any heals performed on distant allies [[note]]Allies standing in the outer tiles of the Medic's range[[/note]]are reduced to 80% of the Medic's ATK stat. They can usually grant the Resist effect.

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'''Therapist''' Medics have a large healing range, though any heals performed on distant allies [[note]]Allies standing in the outer tiles of the Medic's range[[/note]]are reduced to 80% of the Medic's ATK stat. They can usually grant the Resist effect.effect that halves the duration of disabling status effects like Stun and Freeze.



* SituationalSword: Their low ATK makes them not that great as an all-purpose Medic, but they are invaluable in stages that have pesky elemental damage that can seriously ruin your day.

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* SituationalSword: Their low ATK makes them not that great as an all-purpose Medic, but they are invaluable in stages that have with pesky elemental damage that can seriously ruin your day.
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'''Multi-target''' Medics can heal up to 3 allies simultaneously, though each individual heal is weaker than a norma; Medic, and their range is adjusted; they can't reach as far as regular Medics, but they are able to heal targets in the tiles behind themselves. They are ideal in situations where multiple operators are being pressured by multiple sources of damage in which a ST Medic would have a hard time keeping up with. They often are equipped with a global support skill too. They have the same ASPD as other Medics.

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'''Multi-target''' Medics can heal up to 3 allies simultaneously, though each individual heal is weaker than a norma; normal Medic, and their range is adjusted; they can't reach as far as regular Medics, but they are able to heal targets in the tiles behind themselves. They are ideal in situations where multiple operators are being pressured by multiple sources of damage in which a ST Medic would have a hard time keeping up with. They often are equipped with a global support skill too. They have the same ASPD as other Medics.



* CloseRangeCombatant: Unlike regular Medics, Multi-target Medics can heal three units within their highlighted range at once, including those in the three tiles immediately behind them. In exchange, they possess very stunted forward range, meaning they won't normally be able to cover as much ground as their ST counterparts if they are to be placed in the rearline, though many of them have skills or talents that circumvent this, by either massively increasing their coverage when activated (Nightingale, Ptilopsis), or basically giving them infinite global range with reduced healing outside of their tiles (Perfumer).

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* CloseRangeCombatant: Unlike regular Medics, Multi-target Medics can heal three units within their highlighted range at once, including those in the three tiles immediately behind them. In exchange, they possess very stunted forward range, meaning they won't normally be able to cover as much ground as their ST counterparts if they are to be placed in the rearline, though many of them have skills or talents that circumvent this, by either massively increasing their coverage when activated (Nightingale, Ptilopsis), or basically giving them infinite global range with reduced healing outside of their tiles (Perfumer).
(Perfumer). Unlocking their module mitigates this slightly by adding a single square to their forward range.



'''Wandering''' Medics have the ability to heal elemental damage suffered from ally operators equal to 50% of their ATK, even for those who are at full health. They have a large healing range, but have the ''lowest'' ATK (therefore, lowest healing output) of all the Medic archetypes.

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'''Wandering''' Medics have the ability to heal elemental damage (e.g. Nervous Impairment, Burning, and Erosion) suffered from ally operators equal to 50% of their ATK, even for those who are at full health. They have a large healing range, but have the ''lowest'' ATK (therefore, lowest healing output) of all the Medic archetypes.




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* SituationalSword: Their low ATK makes them not that great as an all-purpose Medic, but they are invaluable in stages that have pesky elemental damage that can seriously ruin your day.
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]

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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] ([[Characters/ArknightsNationsAToM A-M]] | [[Characters/ArknightsNationsNToZ N-Z]]) | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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'''Operatives:''' [[Characters/ArknightsVanguards Vanguards]] ([[Characters/ArknightsVanguardsAToM A-M]] | [[Characters/ArknightsVanguardsNToZ N-Z]]) | [[Characters/ArknightsSnipers Snipers]] ([[Characters/ArknightsSnipersAToM A-M]] | [[Characters/ArknightsSnipersNToZ N-Z]]) | [[Characters/ArknightsGuards Guards]] ([[Characters/ArknightsGuardsAToM A-M]] | [[Characters/ArknightsGuardsNToZ N-Z]]) | [[Characters/ArknightsDefenders Defenders]] ([[Characters/ArknightsDefendersAToM A-M]] | [[Characters/ArknightsDefendersNToZ N-Z]]) | [[Characters/ArknightsCasters Casters]] ([[Characters/ArknightsCastersAToM A-M]] | [[Characters/ArknightsCastersNToZ N-Z]]) | '''Medics''' ([[Characters/ArknightsMedicsAToM A-M]] | [[Characters/ArknightsMedicsNToZ N-Z]]) | [[Characters/ArknightsSupporters Supporters]] ([[Characters/ArknightsSupportersAToM A-M]] | [[Characters/ArknightsSupportersNToZ N-Z]]) | [[Characters/ArknightsSpecialists Specialists]] ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \\

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'''Operatives:''' '''Operators:''' [[Characters/ArknightsVanguards Vanguards]] ([[Characters/ArknightsVanguardsAToM A-M]] | [[Characters/ArknightsVanguardsNToZ N-Z]]) | [[Characters/ArknightsSnipers Snipers]] ([[Characters/ArknightsSnipersAToM A-M]] | [[Characters/ArknightsSnipersNToZ N-Z]]) | [[Characters/ArknightsGuards Guards]] ([[Characters/ArknightsGuardsAToM A-M]] | [[Characters/ArknightsGuardsNToZ N-Z]]) | [[Characters/ArknightsDefenders Defenders]] ([[Characters/ArknightsDefendersAToM A-M]] | [[Characters/ArknightsDefendersNToZ N-Z]]) | [[Characters/ArknightsCasters Casters]] ([[Characters/ArknightsCastersAToM A-M]] | [[Characters/ArknightsCastersNToZ N-Z]]) | '''Medics''' ([[Characters/ArknightsMedicsAToM A-M]] | [[Characters/ArknightsMedicsNToZ N-Z]]) | [[Characters/ArknightsSupporters Supporters]] ([[Characters/ArknightsSupportersAToM A-M]] | [[Characters/ArknightsSupportersNToZ N-Z]]) | [[Characters/ArknightsSpecialists Specialists]] ([[Characters/ArknightsSpecialistsAToM A-M]] | [[Characters/ArknightsSpecialistsNToZ N-Z]]) \\









* MovesetClone: The trait of this archetype, which makes it's members heal allies in their range while they attacks enemies, is a practical copy of Nightmare's [=S1=]. However, Nightmare can eventually heal HP equal to 100% of the damage she deals to enemies at full mastery and can heal two allies at once; Incantation Medics can only heal HP of a single nearby ally equal to only half of the damage dealt to enemies by default.

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* MovesetClone: The trait of this archetype, which makes it's its members heal allies in their range while they attacks enemies, is a practical copy of Nightmare's [=S1=]. However, Nightmare can eventually heal HP equal to 100% of the damage she deals to enemies at full mastery and can heal two allies at once; Incantation Medics can only heal HP of a single nearby ally equal to only half of the damage dealt to enemies by default.default.

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* BreakingOldTrends: It's the first and only Medic subclass that ''actually'' focuses on attacking enemies instead of having to use a skill.

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* BreakingOldTrends: It's the first and only Medic subclass that ''actually'' focuses on attacking enemies instead of having to use a skill.skill or gaining the ability to do so via their talent.


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* MovesetClone: The trait of this archetype, which makes it's members heal allies in their range while they attacks enemies, is a practical copy of Nightmare's [=S1=]. However, Nightmare can eventually heal HP equal to 100% of the damage she deals to enemies at full mastery and can heal two allies at once; Incantation Medics can only heal HP of a single nearby ally equal to only half of the damage dealt to enemies by default.
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* CombatMedic: Yes, you read that right, they actually ''can'' attack enemies. You can think of them as Casters whose attacks can also heal their allies in range.
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* BreakingOldTrends: It's the first and only Medic subclass that ''actually'' focuses on attacking enemies instead of having to use a skill.

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Touch is an experienced Medic, that some of the junior operators like Hibiscus look up to as their instructor and mentor.

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Touch is One of the Elite Operators and an experienced Medic, that who some of the junior operators like Hibiscus look up to as their instructor and mentor.


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* TimeMaster: Her Arts seemingly work by accelerating or reversing time on a specific object. This can be used to heal people by reverting their wounds back into healthy tissue, or neutralize attacks like [[spoiler:how she deteriorates the metal of Monique's arrow and reverts the shaft into a tree branch]].
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* SupportPartyMember: With the exception of Folinic with her S2 equipped and Kal'tsit via her summon, Medics are entirely incapable of attacking anything. While they do have an ATK stat, and most Medics have skills that raise it, it governs how much healing they do per use instead.

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* SupportPartyMember: With the exception of Folinic with her S2 equipped and equipped, Kal'tsit via her summon, and the Incantation subclass, Medics are entirely incapable of attacking anything. While they do have an ATK stat, and most Medics have skills that raise it, it governs how much healing they do per use instead.

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!!'''Incantation'''
'''Incantation''' Medics are a true example of a CombatMedic. Instead of healing, they actively attack enemies with Arts damage, and heal an ally within their attack range for half the damage dealt. However, they cannot heal if there is no enemy to attack.
* [-'''5★ Operators of this archetype:''' Hibiscus the Purifier-]
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* CombatMedic: Even though she's a Medic, Touch shows no hesitation in [[spoiler:standing up to Monique, using her power to neutralize Monique's arrows.]]


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* MysteriousPast: [[spoiler:Monique muses on just how exactly Touch recognized her as part of the Armorless Union so quickly, suggesting Touch has had a past with them.]]
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Touch is an experienced Medic, that some of the junior operators like Hibiscus look up to as their instructor and mentor.

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Add spoiler tag as it was a recent event.


* EarlyBirdCameo: Shows up in Integrated Strategies as a recruitable operator, and later shows up in the Epilogue of Near Light to help push back the Armorless Union.
* MamaBear: Says that she was going to stay out of things until Monique raised her bow at Hibiscus and the Doctor.
* TranquilFury: Is calm when addressing Monique, but the sheer force of her presence makes Monique tremble.

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* BigDamnHeroes: Shows up to save [[spoiler:Hibiscus, Platinum, Gravel, and the Doctor as Platinum is fleeing the Armorless Union at the end of Near Light.]]
* EarlyBirdCameo: Shows up in Integrated Strategies as a recruitable operator, and later shows up in the Epilogue [[spoiler:Epilogue of Near Light to help push back the Armorless Union.
Union.]]
* MamaBear: Says that she was going to stay out of things until Monique [[spoiler:Monique raised her bow at Hibiscus and the Doctor.
Doctor.]]
* TranquilFury: Is [[spoiler:Is calm when addressing Monique, but the sheer force of her presence makes Monique tremble.]]
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Adding in Near Light epilogue

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* EarlyBirdCameo: Shows up in Integrated Strategies as a recruitable operator, and later shows up in the Epilogue of Near Light to help push back the Armorless Union.
* MamaBear: Says that she was going to stay out of things until Monique raised her bow at Hibiscus and the Doctor.
* TranquilFury: Is calm when addressing Monique, but the sheer force of her presence makes Monique tremble.
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Near Light confirms that Touch is a Caprinae.


->'''Race:''' Forte

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->'''Race:''' ForteCaprinae
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* ShootTheMedicFirst: Sometimes, it is recommended to deploy the Medic later than, say, your GlassCannon [=DPS=], defenseless items like the Imprisonment Devices and Terminals, or any other operators you need to stay on the map for their utility in order to draw fire from them since most of the time, enemies will target the latest deployed enemy in their range, since they can heal themselves back. While not as optimal as letting, say, Idle Casters or Defenders draw fire, in certain setups this is simply not possible and, if the Medic is leveled up well, they are often next in line to be hit.

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* ShootTheMedicFirst: Sometimes, it is recommended to deploy the Medic later than, say, your GlassCannon [=DPS=], defenseless items like the Imprisonment Devices and Terminals, or any other operators you need to stay on the map for their utility in order to draw fire from them since most of the time, enemies will target the latest deployed enemy in their range, since they can heal themselves back. While not as optimal as letting, say, Idle Casters or Defenders draw fire, in certain setups this is simply not possible and, if the Medic is leveled up well, they are often next in line to be hit. [[AvertedTrope Averted]] with Lumen's module, that makes him less likely to be targeted by enemies.
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* RepetitiveName: When official archetype names are revealed in Dossoles Holiday, the name that is designated for the Medic archetype that we formerly call '''Single Target''' Medics is called... [[DepartmentOfRedundancyDepartment Medic]]. No joke. This meant that they would have been called "''Medic'' Medics" in the game.

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* RepetitiveName: When official archetype names are revealed in Dossoles Holiday, the name that is designated for the Medic archetype that we formerly call '''Single Target''' Medics is called... [[DepartmentOfRedundancyDepartment Medic]]. No joke. This meant that they would have been called "''Medic'' Medics" in the game.
game. Due to this, many players still call them 'Single Target Medics' or 'ST Medics' for short.



* HealItWithWater: All of them use water to heal allies.

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* HealItWithWater: All of them use water to heal allies.
allies. This is reflected in their symbol.
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* HealItWithWater: All of them use water to heal allies.
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]

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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsMilitaryCommissionOfKazdel The Military Commission of Kazdel]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]
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* [-'''6★ Operators of this archetype:''' Lumen-]
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* [-'''4★ Operators of this archetype:''' Chestnut-]
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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]

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'''Factions:''' [[Characters/ArknightsRhodesIsland Rhodes Island]] | [[Characters/ArknightsReunionMovement The Reunion Movement]] | [[Characters/ArknightsDublinn Dublinn]] | [[Characters/ArknightsOthers Miscellaneous factions & characters]] | [[Characters/ArknightsNations Nation States]] | [[Characters/ArknightsEnemyIndex Enemy Units Index]]]]-]]]

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!!!'''Operators of this archetype:''' Kal'tsit, Shining, Folinic, Silence, Tuye, Warfarin, Gavial, Myrrh, Sussurro, Ansel, Hibiscus, Lancet-2



Regular '''Medics''' are your most basic Medic archetype. They boast high ATK, translating into strong individual heals. As such, they are very versatile in almost any situation.

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Regular '''Medics''' '''Medic''' Medics (or '''Medical''' Medics/'''Regular''' Medics, for the sake of avoiding redundancy) are your most basic Medic archetype. They boast high ATK, translating into strong individual heals. As such, they are very versatile in almost any situation.situation.
* [-'''6★ Operators of this archetype:''' Kal'tsit, Shining-]
* [-'''5★ Operators of this archetype:''' Folinic, Silence, Tuye, Warfarin-]
* [-'''4★ Operators of this archetype:''' Gavial, Myrrh, Sussurro-]
* [-'''3★ Operators of this archetype:''' Ansel, Hibiscus-]
* [-'''1★ Operators of this archetype:''' Lancet-2-]
----
* RepetitiveName: When official archetype names are revealed in Dossoles Holiday, the name that is designated for the Medic archetype that we formerly call '''Single Target''' Medics is called... [[DepartmentOfRedundancyDepartment Medic]]. No joke. This meant that they would have been called "''Medic'' Medics" in the game.



!!!'''Operators of this archetype:''' Nightingale, Breeze, Ptilopsis, Perfumer



* [-'''6★ Operators of this archetype:''' Nightingale-]
* [-'''5★ Operators of this archetype:''' Breeze, Ptilopsis-]
* [-'''4★ Operators of this archetype:''' Perfumer-]
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!!!'''Operators of this archetype:''' Ceylon, Whisperain, Purestream



* [-'''5★ Operators of this archetype:''' Ceylon, Whisperain-]
* [-'''4★ Operators of this archetype:''' Purestream-]
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!!!'''Operators of this archetype:''' Mulberry




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* [-'''5★ Operators of this archetype:''' Honeyberry, Mulberry-]
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!!'''Single Target'''

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!!'''Single Target'''!!'''Medic'''



'''Single Target''' Medics are your most basic Medic archetype. They boast high ATK, translating into strong individual heals. As such, they are very versatile in almost any situation.
!!'''[=AoE=]'''

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'''Single Target''' Medics Regular '''Medics''' are your most basic Medic archetype. They boast high ATK, translating into strong individual heals. As such, they are very versatile in almost any situation.
!!'''[=AoE=]'''!!'''Multi-target'''



'''[=AoE=]''' Medics can heal up to 3 allies simultaneously, though each individual heal is weaker than a ST Medic, and their range is adjusted; they can't reach as far as ST Medics, but they are able to heal targets in the tiles behind themselves. They are ideal in situations where multiple operators are being pressured by multiple sources of damage in which a ST Medic would have a hard time keeping up with. They often are equipped with a global support skill too. They have the same ASPD as other Medics.
* CloseRangeCombatant: Unlike ST Medics, [=AoE=] Medics can heal three units within their highlighted range at once, including those in the three tiles immediately behind them. In exchange, they possess very stunted forward range, meaning they won't normally be able to cover as much ground as their ST counterparts if they are to be placed in the rearline, though many of them have skills or talents that circumvent this, by either massively increasing their coverage when activated (Nightingale, Ptilopsis), or basically giving them infinite global range with reduced healing outside of their tiles (Perfumer).
!!'''Wide-Range'''

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'''[=AoE=]''' '''Multi-target''' Medics can heal up to 3 allies simultaneously, though each individual heal is weaker than a ST norma; Medic, and their range is adjusted; they can't reach as far as ST regular Medics, but they are able to heal targets in the tiles behind themselves. They are ideal in situations where multiple operators are being pressured by multiple sources of damage in which a ST Medic would have a hard time keeping up with. They often are equipped with a global support skill too. They have the same ASPD as other Medics.
* CloseRangeCombatant: Unlike ST regular Medics, [=AoE=] Multi-target Medics can heal three units within their highlighted range at once, including those in the three tiles immediately behind them. In exchange, they possess very stunted forward range, meaning they won't normally be able to cover as much ground as their ST counterparts if they are to be placed in the rearline, though many of them have skills or talents that circumvent this, by either massively increasing their coverage when activated (Nightingale, Ptilopsis), or basically giving them infinite global range with reduced healing outside of their tiles (Perfumer).
!!'''Wide-Range'''!!'''Therapist'''



'''Wide-Range''' Medics have a large healing range, though any heals performed on distant allies [[note]]Allies standing in the outer tiles of the Medic's range[[/note]]are reduced to 80% of the Medic's ATK stat. They can usually grant the Resist effect.

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'''Wide-Range''' '''Therapist''' Medics have a large healing range, though any heals performed on distant allies [[note]]Allies standing in the outer tiles of the Medic's range[[/note]]are reduced to 80% of the Medic's ATK stat. They can usually grant the Resist effect.
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* LoopholeAbuse: Wide-Range Medics grant Resist on their heals, which reduces the effects of Stun, Cold and Freeze by half. This also works on ''self-stuns'', so even when an enemy-induced stun is not an issue, they can still work with operators like Specter and Liskarm.

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