Being the designated healer is a necessary job, but it isn't a glamorous one. While everyone else is having all the fun mixing it up with the bad guys, the medic is stuck in the back watching life bars go up and down, and throwing out the occasional Status Buff. They don't want to be up front, because they're squishy as hell and everyone's gunning for them. This is usually not a problem when one player's controlling an entire party, but this starts to break down in cases where one guy's playing the support. While some are perfectly fine with this (being the medic means you'll get invited to just about any party), for others the support classes just aren't that exciting.
Recently, game designers have begun to see this. Their solution? Give The Medic some teeth, and you've got yourself a Combat Medic. A subtrope of Support Party Member.
While a Combat Medic still serves as the primary healer and buffer, he has the ability and incentive to leap into the trenches and kick some ass, too. This can be accomplished in a number of ways, including 'protective auras' that buff nearby allies while the medic fights, or attacks that simultaneously heal the medic's allies. Enemies that try to Shoot the Medic First will find that he won't go down as easy as they expected when they can create impenetrableforce fields. Last but not least, certain tactics can make their harmless powers lethal, like casting revive on enemies when Revive Kills Zombie.
The militant medic isn't unique to video games, either; healers often find it necessary to pick up some combat ability and kick a few asses every now and then if they don't want to be stuck in the background. After all, in an action series the Hippocratic Oath is a rather overrated thing, and the Geneva Convention is simply quaint and obsolete.
The Combat Medic may also overlap with a Bare-Fisted Monk, or a monk wielding a Power Fist. Some games do in fact give the monk limited healing capabilities, or a few self-heals. This is linked to Shaolin Monks knowing Martial arts and the term "monk" often being synonymous with a religious figure. And since religious figures almost always are Healers, this explains why it is often used.
Compare The Paladin. The Magic Knight is a close similar, though defense-oriented Magic Knights tend to be focused on fighting first and healing second. Contrast The Red Mage, a mage who knows healing and attack magic. Another RPG fantasy class that greatly resembles this is the cleric who is usually a religious warrior healer. The laws of balance must also state that a pure healer would have to outclass them in healing and that a Combat Medic Paladin or a monk that can heal has to sacrifice some common healing traits to be able to take a few hits. But this only really applies when you have a group-oriented game, especially an MMORPG because why would you roll a squishy-healer when you can roll a Combat Medic that can take a few hits and heal just as good either way? In a solo game, it's not uncommon for a Game Breaker to be just like that.
Up though World War II, military medics generally went into combat with no weapons - and would treat the wounded of either side. However, this trope is now encouraged in real life, due to the fact that most modern armies engage in combat with forces that do not respect the Geneva conventions.
Compare Deadly Doctor for the medic's evil counterpart.
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Dietrich "Medic" Luzwheit, Zenna, and Marco Martinet in Dino Attack RPG certainly qualify. They are among Dino Attack Team's few medics who are also soldiers, and as such they are usually fighting Mutant Dinos while healing patients on the battlefield.
The entire Cleric class is dedicated to this in the first and second editions of Dungeons & Dragons. Instead of squishies, Clerics are the second-best tanks in the game (near the monks and just behind the warrior classes) as well as gaining healing spells very early on and having decent mana. Their main drawback is that they can't use bladed weapons. (This is actually a fair mechanic, considering about 75% of the weapons in the game are bladed. This includes all the good ranged weapons.)
In 3rd Edition, efforts to make the Cleric "more fun" to play brought it closer to Magic Knight than Combat Medic: in addition to remaining the best healer class, the cleric's offensive capacities went up. Having the ability to turn their prepared spells into healing spells also let them devote more slots to their awesome combat buffs. An abusive player can throw the team balance out of whack simply by exploiting all the class's best options, leading to the term "Co D Zilla".
In 4th edition, there are several classes that fit the Combat Medic trope - the Cleric, Bard, Druid (in the Essentials version), Warlord, and Ardent - each with different strengths so that, for example, an Ardent and a Warlord in the same party complement each other rather than infringing on each others' roles. Most of their healing spells are tied to attacks, or minor actions, which let them support their allies while fighting at the same time.
Pathfinder, a game which essentially took over the 3.X version of Dungeons & Dragons when the Unpleasable Fanbaseshattered over fourth edition, has more Combat Medics. The Paladin can play this role, as they now have mass-healing abilities and have been heavily upgraded from their 3.5 Incarnation. The Cleric, who got a few nerfs to avoid Codzilla, still fits this trope, as can many Oracle builds. The Witch skirts Red Mage and Combat Medic, as they have healing but they also are far from a Jack character at magic. A properly made Alchemist and even Bard can also fall into this role.
In d20 Modern, there are several class combinations to be a combat medic.
Dedicated Hero + Acolyte/field medic. The acolyte can wield divine spells, including healing, the Field Medic can revive a dead party member in the round following his/her death.
Strong hero + starting occupation with treat injury as a class skill + Surgery feat. Not as good as a dedicated medic, but still able to heal as well as injure.
Fast hero + starting occupation with Treat Injury as a class skill + Surgery feat. For all the gunslinger out there.
Cyberpunk 2020 has Trauma Team, which is essentially the same as Doc Wagon above. Their regular ambulance crew includes two "security personnel" whose task is to pacify the pickup zone if necessary. Preferably using the machine gun mounted on the armored ambulance.
Shadowrun's DocWagon High Threat Response Teams are Combat Medics For Hire. In many cities they or their competitors are the only ambulances in operation.
Warhammer 40,000 has Space Marine Apothecaries, who act as any other Space Marine except with the ability to keep other Space Marines in the fight, unless the Space Marine is mortally wounded. Then they just euthanize them and rip out the organ responsible for growing new genetic material for the chapter.
The Imperial Guard can take an actual combat medic in their command squads. He's literally some guy with a first aid kit. Surprisingly, he's just as effective as his Super Soldier brother in arms.
In the 2013 Adeptus Sororitas codex, the Sisters of Battle could add a Sister Hospitaler to their ranks. She's a nun in Power Armor with a handgun that shoots grenades and a surgical kit.
Ironically, the actual "Combat Medic" card, dating back to the Fallen Empires expansion set, isn't one of these. It has 0 power (meaning it can't deal damage in combat without being boosted first) and no other offensive abilities either; it's solely useful for its damage-prevention ability and perhaps on occasion as a blocker.
Being a Combat Medic is common in PlanetSide. Almost all players are certified in the basic medical equipment so they can heal themselves and their teammates in combat. Further certifications allow them to revive their downed teammates.
In the Sequel, the Combat medic is a selectable class. They are the only ones to have access to Assault Rifles, rather than Carbines, in the game, which gives them greater range than most classes have an activatable Healing Aura which makes them survive most 1v1s and also can hold SM Gs and Shotgun, which turn them into mean, close-quarter fighting machines, which not only can take out enemy entrenchments with ease, but also heal themselves up to full health afterwards.
Team Fortress Classic has the Combat Medic class. Armed with a Medkit that can be used for healing teammates and infecting the enemy team, a super nail-gun, four frag grenades, three concussion grenades can be used for disorienting players and be used to fly across the map, and two shotguns, the class can be the poster child of this trope in video games. The Medic is also the second fastest class behind the scout, is immune to infection, and regenerates his own health over time.
Due to the abilities of this class, the Combat Medic is the preferred class over the scout when it comes to completing the objectives; but it also results in the class barely used for it's intended purpose, to heal and help support his teammates in battle.
The engineer can also count with his ability to repair teammates' armor with his wrench, if he has enough metal to do so.
Heavily downplayed in Team Fortress 2: Medic has average health (with slow health regeneration) and is the second fastest class in the game, but his primary weapon only has above average damage at best and is very hard to use because it fires slow, arcing projectiles. This him makes better at fighting than the other "Support" classesnote Medics vs. Engineer is only slightly tilted in the Medics favor, but Medic vs. Sniper or Medic vs. Spy in a straight-up fight tends to see the medic with a major advantage but horribly disadvantaged against any class whose main purpose is actually fighting. Besides which, the Medic's healing function is very important and desired—fighting at any time other than self defense, finishing off an enemy, or hunting Spies is an extremely inefficient use of the class and WILL frustrate your team. This was done because in an earlier build of TF2 (and, as mentioned before, the original Team Fortress) the Medic had much more potent weapons, but as a result none of the medic playtesters bothered to heal anyone.
The above applies to the conventional TF2 game modes. When the Medic finds his way into a mod like Zombie Fortress, many of the detriments that limited this class can become quite helpful if used properly. Overheal stays much longer on Survivors than it did in normal modes, and the speed of the Medic can help him stay ahead of two of the three zombies classes. Throw in the melee restriction that all zombies have, and a Medic can become a lethal adversary who seems impossible to chase down and kill.
Chain Übersnote Two Medics using ubersaws to build up consecutive ubercharges, however, play this trope straight. If you can't split the two invulnerable medics or run away from them - expect a lot of trouble.
In Medieval Mode, where class roles are wildly different from the regular game, Medic plays the trope much more straight. His crossbow is the second-best ranged weapon in the mode (and 6 classes don't even have a ranged weapon) and heals teammates it hits. The Amputator gives him one of the mode's two Area of Effect heals while boosting his heal rate when out, making him a very well-rounded fighter at any range that will still proceed to patch up all surviving teammates after a skirmish.
This trope can apply in the opposite manner other classes using certain unlockable weapons that help allies regain health, such as a Heavy with a Sandvich (can restore half of an ally's heal every half a minute), a Scout with Mad Milk/Soldier with a Concheror (both grant a Life Drain in different ways), or Scout with a Candy Cane (enemies they kill drop health packs). Obviously none are nearly as effective at healing as a Medic, but they can still be pretty useful.
Medics in Half-Life 2 are just regular troops that happen to hand out medkits. They aren't any squishier than their compatriots, and are just as capable of fighting.
Justified by the fact that the Combine will gladly gun them down, since they're alien occupiers and there are no Geneva Conventions left to follow.
The Medic NPC from Half-Life: Opposing Force has a Desert Eagle and will often engage alien and Black Ops units. In a modification where some maps have a heavy use of the Medic (Sven Co-Op), they'll often open fire first.
In Wolfenstein: Enemy Territory, the medic class is one of the best fighting classes due to their higher starting health, auto-regen, ability to heal themselves, and adrenalin needles (at higher levels). A medic that just fights and never heals other players is often called a "rambo medic." Experienced players are fond of playing rambo medics because they require aiming skill. Oh, and they can also revive players to full health if they run out of hitpoints but aren't damaged enough to completely die, meaning that if 2-3 of these rambo medics decide to work together, you better have a panzerfaust ready or get out of their way.
In Battlefield 2, one of the unlockable weapons for the medic is the G36E, an assault rifle so accurate and well-rounded that some will argue it borders on Game Breaker status.
Hell, the entire series has this. Medics that are as well-equipped as the Assault class, plus the Medikit. In 1942, the SMG in the right hands can be dangerous entirely obsoletes Assault as a front-line class. In most games, reviving a teammate will take back spawn tickets lost during their deaths, so heavy medic use can single-handedly turn the tide of a game.
And in 2142, they simply dispensed with a separate medic class and rolled it into the assault class.
In gameplay terms, the light machine gun and medical capabilities make the medic the most team-oriented player. Conversely... a group of four medics is commonly used to troll people with a nigh invincible cluster of machine guns that simply revive each other in turn. A tank or Carl Gustav recoiless rifles are generally some of the easiest solutions.
Battlefield 3 returns to the 2142 style assault/medic class. Assault players can choose between a third weapon (either a single-shot grenade launcher or a bolt-action shotgun, potentially mounted to their rifle) or a medkit, meaning that they can choose between being an all-out attacker with enormous firepower or a healer who's more than capable of shooting back - and thanks to the ever-present Defibrillator, as either one he'll still be able to revive downed teammates to full health (though this is only if the patient accepts the revive by standing up.) This Combat Medic class is so strong at killing infantry and surviving it's the dominant class in any deathmatch modes.
Killing Floor embraces the Combat Medic idea with the "Field Medic" perk, which could be seen as a combination of a healer and a tank. They have the strongest (and cheapest) body armor in the game, resistance to acidic puke and run the fastest of any class. With their healing tool that recharges faster and is more efficient than the standard one, their rather good dedicated weapons (SMGs that have heal darts as their secondary fire) and their allies-healing enemy-poisoning gas grenades, they're an important part of almost every game.
The Medic class in Resistance 2's Co-op multiplayer mode comes equipped with a gun called the Phoenix. While not as powerful as standard (or Chimeran) ordnance, it allows the user to drain an enemy's life force and convert it to cartridges that can heal your fellow team members. The medic is the only class that can survive on its own while still fighting indefinitely because his gun does not use ammo, and when it damages enemies, it heals him in the process. (The spec-ops can give himself ammo, but can't heal himself if hurt, and the soldier is utterly screwed if he runs out of ammo or can't get healed.)
In Return to Castle Wolfenstein, medics can only be armed with the standard submachine gun. However, combine this with the fact that medics can easily keep themselves healed, a medic can become a literal One-Man Army as long as he has a steady supply of ammo. Enemy Territory takes this even further by giving high level medics the ability to inject themselves with a stimulant that temporarily, but vastly, increases their speed and reduces the damage they take. They also have the ability to passively regenerate their own health and have the highest base health out of all of the classes. There is a reason why these medics are called Rambo Medics.
Almost universal in MAG, since all it takes to be a medic is the Medi-Kit item and three points in the Medic skill tree (one point in the Resuscitation skill branch), all of which are available at level 3. While the Medi-Kit takes up almost a third of a loadout (10 points out of up to 34 in a loadout), that's still enough for most class configurations to fit their essential parts (primary weapon, role-specific gear and armor).
In the Syndicate reboot one of the co-op Breaches is the ability to heal allies. It turns out to have been stolen from Eurocorp; like the co-op characters, Merit and the Twins can do this. To win that boss fight, you have to temporarily disable Merit, run down the health of a Twin, then do a melee execution.
Due to the emphasis on customisation in Brink, there's nothing stopping a medic from being a Mighty Glacier who wades into combat with a minigun and grenade launcher.
The medics in Vietcong are always armed with either a submachine gun or an assault rifle.
Hack and Slash
The Paladin from Diablo 2 serves as the closest thing to a 'support class' in the game, with his auras capable of providing powerful buffs to himself and his allies. (And even an actual direct healing spell, though you'd be hard pressed to find any players who can even name it.)
Bloodline Champions has a Healer archetype whose bloodlines are all far from helpless, as well as other bloodlines within other archetypes that are capable of healing their allies to a lesser degree. Additionally, being able to heal themselves constantly can make them quite tough to fight if it goes down to just one-on-one in a match, as every mistake non-healers make against them will be punished by having few to no ways to recover from it while they instead can try to disengage and heal back up.
Star Wars: Galaxies has a class tree literally named "Combat Medic", the full mastery of which allowed the use long range poisons to cripple enemies as well as perform his healing duties.
Star Wars: The Old Republic. The Jedi Sage, Sith Sorcerer, Scoundrel, Operative, Mercenary, and Commando advanced classes can function as healing classes. The Commando gets bonus points for having their healing specialization called Combat Medic. Each class has a companion character that fits this role as well.
In City of Villains, Masterminds who choose the "Mercenaries" powerset eventually receive a Medic as a henchman. The Medic can only use his healing power once every couple of minutes... the rest of the time, he's blasting away with his assault rifle.
Additionally, the major healing skills in both CoX games belong to the 'Buff' category, which is usually coupled with the 'Ranged Damage' category. (Except Controllers.)
All of the healer classes in World of Warcraft can be Combat Medics given the right talent allocation. Of particular note, Priests specializing in the Shadow talent tree are capable of dealing out copious amounts of damage, a fraction of which heals the rest of the party (though this tactic prevents the priest from casting normal healing spells).
Priests have a spell called 'Holy Nova' which simultaneously heals allies and damages all enemies within its radius, as well as 'Penance' that can either heal one ally or damage one enemy. Holy Paladins' Holy Shock spell can also either heal an ally or damage an enemy.
However, more challenging content needs regular healers in addition to the shadow priests minor healing and mana restoration. And every one of the offensive builds sacrifices a lot of healing ability. Feral Druids cannot cast spells at all in their preferred form and their spells are weak in caster form. Retribution Paladins and Enhancement Shamans will quickly run out of mana if they attempt to cast healing spells. Elemental Shamans, Shadow Priests and Balance Druids have somewhat weaker heals than dedicated healers but have the mana to last a while. "Smite Priests" are the most true Combat Medic, simultaneously having the ability to hurt enemies with very close to the same power as true attackers as well as heal at very near true healer levels.
Some fights require each member of the party to kill some literal inner demon that only they can see. Since healers back in the day had virtually no damage capabilities, the stats for + heal and + spell damage eventually got merged into a single + spell power.
Since healers' attacking abilities are either Holy or Nature spells, the Inner Demons in that fight were made particularly vulnerable to Holy and Nature spell damage.
Feral Druids can dish out damage with the best of them, and then cast a few heals. Before the expansion, a feral druid in healing gear could have more mana than they would need and could endlessly spam lower ranked heals.
It is possible to play a Priest, Paladin, Druid, or Shaman from 1-80 entirely with their healing spec. It'll take you longer to kill things, but you'll almost never die.
Blizzard seems to be emphasizing this trope with the new Cataclysm talents:
Discipline priests can now heal nearby allies (or themselves for halved effect) using Smite and Holy Fire. Doing this grants them a stackable buff that can be consumed to both regain mana and temporarily increase their healing power. Holy priests, oddly, seem to have no talents of their own that makes damage dealing abilities more beneficial to their healing(though they do have a couple that help them deal damage on their own).
Shamans can boost their next healing spell by hitting enemies with elemental Shocks, and restore their mana by shooting enemies with lightning bolts.
Paladin healers can also increase their spell casting speed and mana regeneration, as well as heal themselves by striking an enemy with their Judgment spell. In addition, since Holy Shock can be used for both healing or damage dealing, some Paladins will use it against opponents just to continue building Holy Power(which can be used for a couple different healing spells in a Limit Break fashion) during periods when there's no one to heal.
Druid healers can talent their Wrath spell to cost no mana, and have a chance to make the next Starfire cast instantly. This is helpful because offensive Druid spells can cause the next spell with a cast time they use to have no mana cost. Only one healing spell can do this, it needs a specific talent to do it, and the chance of it doing so are fairly low.
Hunters act akin to this with regards to their pets — not only was Mend Pet made more powerful (percentage-based healing instead of a set amount and slightly faster heals), but it does not cost Focus (its pre-Patch 4.0.1 version required Mana), so a Hunter player can cast it whenever it wouldn't interfere with his or her shot timing and worry less about keeping the pet alive.
Monks will probably be the main example of this come Mists of Pandaria. Apparently, their healing abilities are all based on how much damage is done to the enemy. The more they hit, the more they heal.
Aside from Monks, World of Warcraft seems to be moving back away from this trope in Mists of Pandaria, with most of the mechanics listed above facilitating this playstyle being either toned down(Shaman's Telluric Currents) or removed entirely. Blizz has explained that said mechanics were so effective that they were forcing healers to adhere to this trope, which wasn't their intention. However, healing classes automatically receive maxed spell hit for offensive spells, so they retain the ability to attack with some effectiveness, and Discipline Priests keep all the mechanics listed above.
Blood Death Knights were originally designed to be a "healer" spec for the class by having them heal through their aura while fighting. This did not make it very far in testing when a group of players made their entire group these and proceeded to curbstomp dungeons due to everyone constantly being cumulatively healed by their four teammates.
Warhammer Online: Age of Reckoning has three healer classes per faction. All of them have at least some damage or debuff potential, but the Sigmarite Warrior Priest and the Disciple of Khaine actually need to melee to get the most out of their healing power. Due to this hybrid nature, they're likely among the best classes for both solo Player Versus Environment gameplay and 1on1 duels with other players. As with Shadow Priests, they tend to get a lot of flak should they dare to prefer hitting over healing...
Age of Conan's healing classes (Tempest of Set, Bear Shaman, and Priest of Mitra) are all designed to heal by using offensive spells. (Offensive spells, or attacks, let them charge up and improve healing spells.) This actually ended up to the point that they out-damaged the traditional damage archetype (the Demonologist), though they still could not compare to the Herald of Xotli.
Guild Wars' attributes and dual-class system allows for healers to take on offensive roles, or offensive classes to take on healing. Monks (standard healers) can become damage classes through Smiting Prayers; Necromancers and Elementalists (non-healers) can become healers by exploiting balance issues, and the Ritualist class is designed to both heal and deal damage (though since unlike monks their primary attribute does not effect their healing significantly, combined with AI issues that make otherwise stronger builds less viable when used by a hero, most ritualist healers are necromancer/ritualist).
Shamans and Oracles in Atlantica Online both have an offensive ability that makes up to two enemies take damage over time and more damage in general. The Monk on the other hand has purely supportive abilities, but all three have a decent attack that can hit flying enemies. Attacking is much needed, too, as a lot of experience comes from killing blows.
The healer class of Air Rivals also functions as a Stone Wall, so it's not uncommon to see some of them striking into enemy lines like everyone else. Furthermore, it is widely considered to be the best overall fighter in one-on-one dueling, due to a combination of self-healing, self-buffing, and an exclusive reverse-flying ability that grants unparalleled maneuverability in close quarters.
The Monks and their upgraded forms in Raganarok Online. They start as a standard Acolyte, same as Priests but lack many of the heals and buffs of the Priest to allow them to dish out some nice melee damage.
Priests themselves can be pretty easily built, given the proper resources and gear, to be very capable melee fighters- and also not necessarily at the cost of losing all of their supporting ability, due to RO's allowing you to stat your character pretty much however you want. Less SP isn't an issue either, since the strength they've invested in allows them to carry more items, and therefore more mana pots/equipment. A well built one can easily function as both a fighter/tanker and primary support for midtier parties, though, granted, in higher tier dungeons, even with Assumptio in play if you're a High Priest, their heal amounts probably won't cut it for being primary healer.
"Combat Medic" is a Federation and Terran Empire NPC/enemy in Star Trek Online. Players may also spec their characters or Bridge officers into filling this role if they wish.
Korean MMORPG Priston Tale contains the "Priestess" class, who is the game's primary healer, but in earlier versions, was considered the most powerful offensive class in the game due to their AoE elemental magic.
In the MMORPG Wizard 101 this applies to the healers of the game- life wizards. They have more healing spells than attack spells, but their attack spells aren't bad, especially when buffed, and they have the second highest amount of life points. Some wizards will dual-build Life/Ice in order to become effective tanks.
Rift lets mages specialize in "chloromancy" alongside their other schools of magic. While they gain a couple direct heals, the vast majority of their healing comes from skills that allow them and their party to convert damage output into healing. Bards are similar, converting their combo points into healing, and all the cleric souls feature melee damage, offensive magic, and healing in various combinations.
In regards to the Cleric, it should probably be mentioned that their tanking soul (Justicar) features a nigh-mandatory talent that causes five of your allies to be healed for 25% of the damage your Justicar attacks deal (and 10% of the damage from non-Justicar attacks). Put on Mien of Honor (50% bonus to said healing), grab a staff, and start spamming your Justicar AoE attack; you're LITERALLY healing your allies by BEATING PEOPLE WITH A STICK.
In Shin Megami Tensei: Imagine, you can chose both healing skills and combat skills in tandem, and it is recommended you do this or other more helpful skills, because the skill system means you can take any "class" you want as long as the character has enough skill memory to learn it. So you have a healer/bard combo to heal and buff, or you can have a healer/gunner. You could also have a healer/bard/gunner/swordsman/defensive/dark magic/craftsman, but don't expect them to be great at any one job.
You can also use items to heal allies during combat without taking skill in healing magic, making this another viable option for combat medic, but hope you have money to pay for the items.
In Dynasty Warriors Online, there are 3 skills, only 2 in the English version, that allow you to heal your party of allies, and the combat part is pretty much a given. One just heals party members, the other heals them as well as giving a buff, but weakens you in the process. The latter can have a stat build specifically for making full use of it to heal your party, making it one of the only times there is a specific "support roll" in the entire hack and slash game. The Japanese only skill will allow you to even distribute the effects of an item between your friends, so you can prepare to find healing items allowing you heal your party in the process.
In Flyff, the designated healers/buffers are the Ringmasters. They have a grand whopping total of one offensive spell. Just one, and that's it. Because their job in a party is to make sure the party doesn't die, this is usually the last skill they bother to train. It is the single most powerful area of effect skill in the game. While its initial damage is the same as a few other abilities, it also has a damage over time effect that lasts ten seconds, pushing it into the top spot. Its cooldown is... ten seconds.
A healer in Luna Online come with a few holy elemental magic that can be upgraded. While they are not as powerful as other classes' skills, they are great at assist kill when the enemies are busy picking off other characters. It's even possible to solo cleric via Death of a Thousand Cuts strategy since healers in Luna Online can survive just fine by spamming healing spells on self while attacking.
In The Secret World, assault rifle "leech healers" heal by doing damage, a percentage of which gets converted to healing. Other weapon combinations can do this to some extent, although the stats required for healing and damage are different, so doing this outside of assault rifles usually doesn't work as well in groups.
Wild Star Medics are actual doctors, with legit medical degrees. They just use their Resonators, tools of healing, as tools of destruction as well, because just plain healing in a nice, safe office out of the action has stopped being profitable.
This does carry over a little to Dota2, but almost every support character is expected to build group healing items to help out the team, making them all this.
The best example in the sequel is most likely Omniknight, who has a healing ability, a temporary spell-immunity buff, and a mass temporary damage immunity spell for his ultimate ability.
All League of Legends support champions have some degree of offensive capability, but post his rework Taric is designed for this. His mana regenerates when he deals damage and the cooldown on his heal decreases when he strikes an opponent, so fighting improves his healing and sustainability. His heal spell also heals both its target and himself, allowing him to recover from damage without neglecting his support duties. His Shatter ability used to give bonus armor to himself and an aura that increased the armor of allies, temporarily losing the aura when he activated the spell to damage enemies and reduce their armor. Now he retains the aura and loses the personal armor bonus, letting him use it without weakening the rest of his team.
Kayle also qualifies, being able to unload damage onto a target while healing and hasting allies, and making them temporarily invulnerable.
Karma anyone? She deals unholy amounds of damage... by giving one of her allies or herself powerful shield.
In Warcraft 3, the Night Elf Druid of the Claw. They are the faction's primary source of healing with their Rejuvenation spell, they can also Roar to boost the damage of allies or turn into a bear to serve as heavy infantry. And, as one of the strongest melee units in the game (in bear form) who also happen to be able to heal themselves to full health with 12 seconds out of combat, are subject to a lot of balance complaints.
In the expansion pack for Act of War, the first tier of mercenaries for hire included a small group of medics equipped with heavy sidearms.
In Supreme Commander Forged Alliance the UEF get a T2 Field Engineer, the Sparky. It has light armament to defend itself and has more HP and a higher movement speed than other engineers. Being an engineer, it can repair units.
Cybran T1 tanks (the Mantis) have repair capabilities as well.
In Bungie's Myth series, the Journeymen units can heal your other units (with a heaping helping of Revive Kills Zombie) and have a shovel for self-defense. However, in Myth 2, once they have finally fully paid their penance, they take off the nine gold plates they wore (each weighing as much as a grown man) threw away their shovels, and started Dual Wielding their katana-like swords again. And while they couldn't hold as many healing roots as they used to, they could still heal your other units.
Machines: Medic Commanders, Medic Commandants, Surgeon Warlords and Assassin Surgeon Warlords all have healing devices and plasma cannons.
White Mage characters everywhere revolve around casting healing spells and buffs on the party, but most can do their share of fighting when needed.
In Xenoblade, Sharla can become this through careful skill and Arts managing. Even though most of her skills are healing or supportive, she also has a handful of offensive abilities and the only Instant Death attack of the whole team. If said attack is used during a Chain Attack, it always connects.
The Priest class in Wizardry are also strong, especially since their "preferred races" are also pretty good. They can carry staffs that deal mighty damage and even tank with their good health.
Estelle in Tales of Vesperia is a healer who sports the highest defense scores in the game and a fast track to the protective skills. You could viably play her as the party tank and leave spot heals to your less proficient members, as she has an array of melee attacks to take advantage of. She's also no sap at supporting from the sidelines with her light based attack magic.
From the same series, Raven is built for combat, having only a single move that heals for small amount. However, his sheer healing speed and efficiency compared to other characters with higher healing power, like Estelle, makes him the combat medic of choice for many players.
Tear in Tales of the Abyss was clearly intended to be a healer, but was given some useful melee skills and powerful offensive spells as well. If you put Natalia on healing duty, Tear can be used for offense just fine.
And the reverse is also true. Natalia lacks offensive spells, but is an amazing archer.
Regal in Tales of Symphonia fits the monk sub-type of this trope, but inverts the general concept by being a primarily melee-based character with just one tech tree of single-target healing spells.
In the sequel, Marta does this even having a Mystic Arte that both whacks the enemies for heavy damage and heals everyone in the party!
Regal is something of an Expy of Tales of Eternia's Farah, a hand-to-hand combatant who learns a couple of basic curing and healing spells before Keele/Meredy get Undine and take over on the backlines.
Kratos and Zelos can also learn three different healing spells regardless of their ability trees.
Rutee in Tales of Destiny can slash enemies with her sword repeatedly in the air, perform damaging attacks that produce money from nowhere, and heal, cure status ailments, and raise the dead. The Combat Medic to which all other Tales Combat Medics aspire.
Tales of Graces follows the example from Tales of the Abyss in how it handles it's healers. Sophie's healing spells focus on single targets for more power. She's also a martial artist who hits like a truck. Cheria's healing focuses on multiple targets for less power. Offensively she throws away the staff to focus entirely on throwing knives and uses powerful offensive magic including Indignation. There's also Hubert, thanks to doing a little bit of everything, and Pascal, who eventually learns a spell that heals the party and damages the enemy at the same time
Tales of Xillia has three. Jude follows the same example as Farah and Regal while Leia and Elize once again follow the model used in Tales of the Abyss and Tales of Graces (Also gets extra points for actually being a doctor in training). Leia heals single targets for greater power and can raise the party's stats. Her traditional healer's staff is actually a quarterstaff which she uses to charge into the frontlines alongside Jude, Milla, and Alvin. Elize heals multiple targets for slightly less power and can cure Standard Status Effects. When she's not healing she serves as the party's primary dark-elemental nuker. Both can revive KO'd party members, and through the link-system can combine both their healing spells and offensive skills for far greater power than either is capable of alone. All three return in the sequel with even stronger combat and healing abilities.
In the Video Game/MOTHER series, Ninten, Ness, and Lucas, all of whom are also The Hero. For bonus points, not only are they the best healers, they also have the highest HP counts and boast the strongest physical attacks on their teams
One of the pre-built classes usually included in The Elder Scrolls games is that of Healer but the class is titular at best; in Daggerfall, a Healer was one of the least encountered stock enemies in dungeons.
An honorable mention is the Super Stimpak healing item of the Fallout series. It restores about 75 damage but the user incurs 9 points of damage shortly thereafter. A popular assassination technique is to apply a large number of Super Stimpaks to a benign target and then wait for the cumulative damage to kill them.
Another honorable mention in the Fallout series goes to the "Living Anatomy" Perk. Awarded when you have a high amount of "Doctor" skill, this perk gives you both a boost to said skill and a boost to damage caused to living creatures, since as someone intimately familiar with anatomy, you know where to aim to hit the vital points.
One more goes to Arcade Gannon of Fallout: New Vegas. Having him as a companion gives you the "Better Healing" perk, which increases the amount of health you gain from healing items. Combat-wise, he specializes in Energy weapons, one of the more powerful category of weapons in the series and if you complete his personal quest a certain way has his own suit of Enclave Tesla Armor.
In all Fallout games, the Player Character can be one of these. A high Medicine skill, some combat skill maxed out (or very high in Fallout 1/2/Tactics).
Many of the Final Fantasy games either give you the option of mixing and matching classes to create these, or give healers bows or other weapons they can use from the safety of the back row so they can contribute some damage when not healing. And then, later in the game, there's the Holy spell...
Final Fantasy III has Sages. White Magic, Black Magic, and Summon Magic. Do the math. note MP is considerably limited. Having a Sage as your only character is not reccommended. TV Tropes claims no responsibility for any frustration or repeated clearing of CrystalTower when utilizing Combat Medic during gameplay.
White Mages and their upgraded form, the Devout, are a bit more combat ready than they are in the rest of the series thanks to the Aero series of spells.
In Final Fantasy Tactics, Monks beat enemies down with impressive strength, heal surrounding units' HP and MP, AND revive unconscious party members.
Final Fantasy IX takes it one step further with Amarant Coral. Half of Amarant's abilities center around subjecting the enemy to a variety of gruesome fates, while the other half center around healing and reviving fallen allies. He's also a formidable fighter on the front lines.
Taken up another level if he goes into Trance. All of his abilities will now affect the entire side. This means he can totally cripple all enemies with his harmful abilities and his healing abilities can help everyone out at once.
The Priestess in Shining Soul 2 really is this trope. She is advertised in the manual as being someone who can't really take a few hits and this would make one think that playing the game with her is actually rather hard since you were probably the only person who'd own the game. Instead, she's actually more of a combat medic in that she handles decently with flails and can actually kill people who get too close to her if you ever found someone else to play multiplayer with you.
Rika from Phantasy Star IV. Though most of her spells are curative (and she may serve as the main healer depending on your party setup), she does a surprising amount of damage with her claws, and tends to move quickly as well.
Rika's actually a little closer to the Jack of All Stats in that respect; her healing abilities are second only to Raja and her damage output is roughly even with Chaz up until he gets the Elsydeon, her agility and dexterity are top notch, and because she equips heavy-type armor, her defense stays competitive for the entire game. Unlike many RPG healers, she mostly fills that role in combat simply because no one else can, and not because she's no good for anything else.
Many of these exist in Shining Force. The most prominent example from the first game, Shining Force: The Legacy of Great Intention, is Gong, a monk: he can cast most of the healing spells that the traditional healers eventually get access to, and with enough grinding, he can dish out as much damage as most of the regular melee fighters. That game's remake, Resurrection of the Dark Dragon, adds Princess Narsha, who combines healing with raising status effects.
Ryu in Breath of Fire III is the game's primary healer. He is also the main character, and can double as a tank (although Garr and Momo are better used for this purpose.)
Breath of Fire II's Ryu was also one of that game's many healers — although roughly half the characters in that game could heal to some degree.
Most of the main heroes of the game are able to do this, as they learn can learn healing magic.
And in an older Dragon Quest game, there is the Princess of Moonbrook in Dragon Quest/Warrior II. She starts with a good healing spell, and does little melee damage, but soon learns a good attack spell.
The Cleric from Dragon Quest III can equip some decent armor, as well as wield some swords and has offensive wind magic. Later on, the Sage can do everything the Cleric can, as well as having offensive magic.
Despite the fact that his outfit and hair color are reminiscent of another archetype from another series, Angelo from Dragon Quest VIII fits, and in his case, it is more justified than the typical cleric character in that he is a Templar (No, not that kind). Having him specialize in staffs or bows will cause him to lean more toward the "healer" side of things (focusing on spells or MP regeneration), but giving him a sword will produce a Magic Knight / Combat Medic type character, since he can use the powerful Falcon Sword.
A better example is The Hero himself. He can learn Heal, Midheal, Fullheal, and is the only character in the game who can learn the most powerful healing spell, Omniheal, if you raise his Courage stat high enough. He also has access to plenty of status recovery spells as well, such as Squelch and Tingle.
The vocation system in DQIX - where you are pretty much encouraged to change vocations for the permanent stat benefits - can allow for a limited variation of this. At the least, you'd get Priest or Sage (classes with best healing spells) that is less Squishy than normal.
Marle, from Chrono Trigger, has the most and strongest healing spells in the group, but also learns a decent set of ice-based spells and techs. (Also inverted, nearly all the other characters learn a healing or status-affect spell).
Frog is probably a better example, since he has both effective healing techs and a sword that can do an appreciable amount of damage (especially when you get the Masamune). Robo can also make a decent healer though he otherwise functions as a Mighty Glacier character - with enough Magic Tabs, his Heal Beam can restore the entire party to full HP (or at least pretty close). There's also Ayla, who's healing tech is the only singe-tech capable of curing status effects.
In Star Ocean: The Second Story, Opera focuses on fighting with guns, but her Healing Star killer move actually becomes powerful enough to allow you to remove Rena from your team. However, this means you will have to use items to revive fallen party members and cure status effects.
Rena herself is a competent fist-fighter and light magic user. Her usefulness in a physical fight deteriorates as the game goes on though.
Like Rena, Noel also is skilled at melee and healing, at least on paper. He becomes much more useful in the sequel, Blue Sphere, not just because his own abilities are much more effective, but also because he's the only healer available until Opera and Rena join.
Bowman Jeane is a certified pharmacist who kicks ass with bare fists. Oh, and he also has a self-healing killer move.
A surprisingly large portion of the party in Persona 3 possesses at least a portion of the Dia (Heal) Spell family, though Yukari and Ken have a stronger focus on healing than the others. Persona 4 has clearer "role" divisions between party members, so most players bring either Yukiko or Teddie as their designated healer. None of these characters are slouches in combat either.
For an old lady mage, Dragon Age: Origins' Wynne can be tough as hell. You can learn this first-hand if you bring her along for The Gauntlet. Additionally, if you choose the Spirit Healer specialization, a mage PC or Morrigan can also act the part.
Anders in Dragon Age II is supposedly a talented healer, but isn't quite as good as a specialist player. Mode shifting to offensive magic makes him less effective. He became much more effective once certain specialty accessories were made available in DLC.
In the first game, the 'first aid' and 'medicine' skills were on you or your party members, who all actively fight. The medicine skill in particular you a Neural Shock to deal with organic enemies. It went even farther by allowing a Sentinel class Shepard to get the Medic Specialization. Among Shepard's comrades, the only party member with access to the Medicine talent was Kaidan Alenko, otherwise the resident Master of None. This was dropped for the sequel, however.
In the multiplayer portion of the third game, all players can heal their allies. However, the Infiltrator is considered the best, thanks to their Invisibility Cloak, allowing them to run up to injured allies without fear of being murdered by enemies.
The Geth Engineer and the N7 Demolisher are the only units in multiplayer that have a way of instantly restoring theirs as well as their allies' shields, via the Geth Turret (former) and Supply Pylon (latter). It's not quite healing, but it's close enough, and very valuable, especially in hold the line missions or when reviving allies. Both units are also very kick-ass; the Geth Engineer has Overload and Hunter Mode, while the Demolisher has a lot of grenades.
Many Pokémon capable of using Heal Pulse and/or Heal Bell to restore HP or remove status effects respectively can also dish out a good amount of damage.
Anyone in Mana Khemia and its sequel can become this with the proper common skills equipped. On inherent skills alone, however; Jess is a powerful healer who packs some very large and painful objects in her Bag of Holding, Pamela's highest level Life Drain affects the entire party (on both sides), and Ulrika is a hard-hitting mage with one very useful healing spell. Puniyo is somewhat lacking in offense, but makes up for it by double casting common skills at no extra cost, including Fantastic Nukes. When properly equipped...
Meru of The Legend of Dragoon has a rather effective healing spell, above average melee ability later, high magic ability, is the fastest playable character, and has abysmal HP and defense against melee. Give her a good set of armor and she will mess stuff up between heals.
Roland from Borderlands has a skill tree called Medic which includes an ability to restore health to allies when he makes a kill and best of all Cauterize, which allows him to heal teammates by shooting them.
In the the sequel, Maya is the character with healing abilities with her Harmony tree. Along with the aforementioned healing via bullets, she can make it so that enemies trapped in her Phaselock ability release health orbs if killed and can even revive character doing a Last Stand with said ability.
In their default classes, Squire-class Venus Adepts, Jenna, Piers, and more than half the playables in Dark Dawn have decent stats or weapon selections and healing powers (sorry, Rief, you're just kind of useless here...).
Marco in Radiant Historia. He is a short 17 year old boy who fights with swords and grappling hooks, uses White Magic and carries many pill bottles for healing allies.
Veradux from Sonny even has "Combat Medic" listed as his official character class, and you'll spend most of your time having him set to heal and buff your party. But the eponymous character meets up with him right after he's stolen a set of experimental armor and weaponry designed specifically for medics from the ZPCI, and he also has powerful battle attacks at his disposal, including a very handy debuff.
In Marvel Avengers Alliance, the Player Character's Agent will often serve as this, using one or more of the many healing and buffing gadgets available in addition to attacking. Iron Fist and Doctor Strange can also spread some healing power around in between taking names.
In Xenogears, Billy Lee Black has the best variety of healing and support spells, but can also deal good damage with his guns.
Oichi in Pokémon Conquest is generally weak and a bit pathetic, her default and perfect link species being Jigglypuff who has not much attack and a weak move, but is useful due to Jigglypuff's Ability which puts enemies to sleep and her Warrior Skill, which restores health to all teammates. And then when you get a Moon Stone Jigglypuff evolves into Wigglytuff, learns Hyper Voice and actually becomes a damn tank of power - on top of all the good stuff mentioned above that she can still do.
Resident Evil's Rebecca Chambers is classed as a medic, rear security and helicopter mechanic. While comparatively weak, she gets ample opportunity to demonstrate her medical and scientific knowledge. In her more combat orientated role in Resident Evil 5 she uses finesse as a Combat Pragmatist, as well as a machine gun and automatic shotgun.
George Hamilton of Resident Evil Outbreak is more offense-oriented than the game's other Medic, Cindy Lennox, who functions better as support. This is especially true in File #2 with the addition of his ampoule shooter.
The Scientist class in Transformers: War for Cybertron act like this, having powerful weapons as well as the ability to heal allies with the energon repair ray and energon grenade.
Fall of Cybertron did away with grenades and changed the repair ray into an ability rather than a weapon, giving Scientists a little more offense while maintaining the ability to heal.
The Medic class acts like this in Alien Swarm. They can use almost any weapon other classes can (assuming they are not class exclusive weapons), whether it be a flamethrower or a shotgun.
The Defender classes in Super Monday Night Combat are a combination of The Engineer and The Medic, and as such they use healing guns to fix up allies while their turrets fend off enemies. Leo is the standout here — while his turret's not very impressive, his Mona Laser's healing power is charged by doing damage to enemies. At full charge it can heal most classes from near-death to full health, and since it heals the whole team no matter where they are, it can turn the tide of the match (or at least a teamfight).
The other two Defender classes, the Support and the Combatgirl, can use the altfire on their heal/hurt guns to, uh, hurt enemies rather than heal allies, but this isn't very efficient without upgrades. All three Defenders have nasty secondary weapons that come in very handy in emergency situations — the Support's shotgun, the Combatgirl's nailgun, and Leo's Balestra (a crossbow)
In the Front Mission franchise, this first emerges in the USN scenario of the remake Front Mission 1st, made into an official class in 4, and further seen in Online, 2089, 5, and Evolved. Certain wanzer builds (i.e. Giza, Eldos) are heavily armored and have power output high enough to mount repair backpacks, allowing them to repair damaged friendlies and stay alive long enough to return fire. Front Mission 5 further refines this with Mechanic specialists, who have skillsets that enhance the effectiveness of repairs - Hector Reynolds, the Colonel Badass in charge of Delta Force's expy, is a Combat Medic.
In Jagged Alliance, mercenaries with medical skills are quite commonplace. Their roles? Not constantly pumping hit points to other mercs, but treating their wounds and stopping them from bleeding to death. When the mercs are resting, they can use their doctoring skill to bolster the regeneration rate of those within the same sector. All of them have high wisdom stats which help them to learn new skills faster, and because of this eventually become ass kickers if they survive long enough in the battlefield. Most of them are expert melee combatants thanks to their familiarity with scalpels.
Makai Kingdom has a "Medic" class with the same healing and buff abilities as the Cleric class of the same game, but with better defense and the ability to use guns at the expense of a lower INT growth. In addition to standard weapons, both classes also have access to the Syringe weapon class, which can both heal and do damage with attacks based on RES, the same stat that powers healing magic.
Clerics from Disgaea appear to be straight-up Medics if you just level them the standard way. However, using the same apprentice system you use the Magikarp Power Flonne into the resident Disc One Nuke, you can easily teach them some offensive spells to take advantage of their INT stat.
Or anyone with a cleric as an apprentice. The other elemental spells may be useless if you have no staff and/or poor INT because they'll have short range and do less damage than regular attacks, but self-healing is always useful.
And we haven't even touched on what you can do with Reincarnation and Transmigration...
Mages of Light in Battle for Wesnoth. They're strong in ranged casting, especially against magical creatures and the undead, and fairly decent in melee for a unit which mainly heals and (with its light aura) buffs its allies. A chaotic-alignment enemy that tries to attack the Mage will also have its damage reduced at night or evening by having to stand in that same aura.
Pretty much any unit with healing abilities in Battle for Wesnoth, really. The game basically has no non-combat medics; even the comparatively lowly Elvish Shaman and Saurian Augur have useful attack powers and the motivation to use them (to earn XP and advance, of course, just like other units).
The Cleric and other races' equivalents thereof in Age of Wonders is a capable combat unit in addition to their healing abilities, to the point that it's debatable whether they're medics who can fight, or mystical warriors with healing on the side. While their actual attack and defense values are usually low, they have a useful magical ranged attack, and infuse their melee strikes with magical (or elemental, depending on the race) energy to strike hard. They're especially useful against pesky units with high defense or are flat-out resistant or immune to physical damage.
In Fire Emblem, you can promote clerics/priests into bishops. In FE 8 aka Sacred Stones, the Bishops' special skill is the Slayer ability, which deals three times the normal damage to monsters. You can promote them into valkyries or sages, too, but bishops are often much-needed as monsters become the primary enemies.
Mist of Fire Emblem Path Of Radiance stands out as unlike most other Bishops in the recent games she uses Swords as her secondary weapon.
Princess Elincia also had an exceptional magic stat and the ability to use swords, with extra mobility to boot. Unlike Mist, Elincia's return in Radiant Dawn saw a very minor drop in her healing abilities accompanied by a Game Breaker level boost to her combat skills.
Before that, there were the Troubadors of the Jugdral games, likewise sword-wielders. Genealogy of the Holy War's Lachesis (at least pre-promotion; after promoting she's capable of doing just about everything) and her daughter Nanna are probably the straightest examples.
Shining Force III had priests that could become hilariously overpower due to the fact that they got 10exp every time they healed a character. Give that character a staff with a powerful in-built spell and watch as you wipe out the whole enemy with a Cleric. Also more offensive orientated characters learnt heal spells or got special equipment to allow healing.
To continue the Nippon Ichi trend, Phantom Brave clerics have access to powerful RES-based attacks if you take the time to level and fusion the right items.
Priests in Age of Mythology DS. While primarily suited to healing, they are actually able to attack, and are reasonably powerful. They can also be upgraded to attack from range, making them akin to the Norse throwing axe men.
Also, of a more literal example, the above game has an Egyptian hero by the name of Nakht. As a priest, he is able to heal, but he can actually out fight several heavy infantry type units. Quite a feat for a light infantry priest.
Super Robot Wars Z's Gunleon. Heavy, well-armored mecha with a Boisterous Bruiser at the helm? Check. Giant wrenches to repair other units with? Check. Ability to resupply other units after awakening its true power? Icing on the cake.
Silent Storm has no limitations on the weapons the medic can use. From the simple pistols and revolvers, through the rifles, submachine guns and light machine guns to the anti-tank weaponry and eventually shoulder mounted energy cannons and Power Armor with rocket launchers and anti-tank rifles, there's no weapon the medic cannot use.
For bonus points, one of the Allied medics is an Indian named Abala Dawar, who always wears a white apron even when toating a machinegun.
Cube from Live A Live is the best healer in the game but can also hold his own in battle with enough robot parts.
Because the original X-COM series lacks any sort of class system or specialization, any soldier can become one of these by carrying a Medkit.
The remake introduces the Support class, which has several skills that improve Medkit use. A soldier of this class is limited to assault rifles (and their laser/plasma equivalents) and pistols (and equivalents).
Captain Unohana Retsu is head of the 4th squad, which is an entire unit of combat medics. She's both famous for being the perfect Yamato Nadeshiko and scary enough to frighten even the Blood Knight 11th division. She also has an Informed Ability as a Master Swordsman. It's eventually revealed that she was the founder and first Kenpachi of the 11th division and the most diabolical criminal in Soul Society history. Now The Atoner, she's only become this trope since giving up being an Ax-CrazyMartial Medic.
Orihime Inoue starts as The Medic with some Barrier Warrior abilities, but by the X-Cution arc she has fully evolved into this.
Uryuu Ishida may be a badass mystic archer who has defeated a shinigami captain by one-shotting both the captain and his bankai at the same time, but he's as weak as a kitten compared to his father, Ryuuken Ishida. Ryuuken's not only a fully qualified surgeon and the director of Karakura General Hospital, but he's a quincy whose exceptional fighting strength is surpassed only by his stubborn refusal to use that power.
Fairy Tail gives us Wendy Marvell, the Sky Dragon Slayer, who starts out as a master of healing magic but not much anything else since she's too timid to stand up for herself in the heat of battle. As the series progresses, however, she learns to start putting her "dragon slaying" abilities to use by breathing and conjuring tornadoes. Fast-forward 100 or so chapters, and she actively supports her friends in battle by enhancing their speed, strength, and defense while still managing to hold her own, and even plays a crucial role in taking out at least two Arc Villains. 50 chapters after that, she's a fully polished fighter who can fight one-on-one.And 90 chapters after THAT,she reaches her magic's ultimate form,by eating the energy a Doomsday Device radiated. Also, she's twelve years old.
Also, Chelia Blendy, who is Wendy's God Slayer counterpart.
Josuke Higashikata, from JoJo's Bizarre Adventure Part 4. His Stand, Crazy Diamond, is almost on par with Jotaro's Star Platinum when it comes to melee combat. He's also one of the rare instances where the healing power itself doubles as an offensive measure. For example: By restoring a missile fired against him and turning it on the enemy.
Early in the manga, his mother has unwittingly consumed Silver Chain, an intrusive liquid Stand that can control people's bodies. How does he deal with it? He punches through her back, pushes Silver Chain out through the hole in her gut, and smashes a bottle in front of her, then restores the bottle around Silver Chain and restores his mother's body and clothes as he pulls out his arm. The whole thing is over before she knows anything happened, and she doesn't even feel pain - at most, she has a vague suspicion that something happened.
Shamal of Magical Girl Lyrical Nanoha is a straight medic, but she joins in the battle when needed. Such as the time when she she shoved her arm through Nanoha to save the Wolkenritter. And the Pensieve Flashback of the Ancient Belkan era in the second Sound Stage of A's which showed her killing a knight who was calling reinforcements. And the time when she captured Otto, the NumbersCyborg in charge of field operations.
Before Shamal, there is Yuuno. In addition to his healing ability, he has Stone Wall defensive ability makes him apparently impossible to hurt. He's also good with binding spells, and magical chains that can cut things apart when pulled hard enough. Finally, he has a "forced teleportation" spell which lets him relocate enemies to more convenient locations — such as, in space, directly in front a battleship's charging main cannon. When the series' writers actually let Yuuno participate in a battle, he's always a major player.
Monster's Dr. Tenma is usually a nice guy. But don't screw with him, or he'll stab you in the carotid artery. He's considered a genius brain surgeon who happens to have advanced military/firearms training.
Tsunade from Naruto fits to a T, as a character adept at both healing and kicking ass. Not only her, but any named characer who is a medic-nin: Tsunade's apprentices Sakura (who along with Tsunade has Super Strength thanks to her medical training) and Shizune, Yashamaru, Chiyo, Kabuto, Ino...
At first glance, it's easy to mistake Tony Tony Chopper for the Team Pet (even in-universe). However, he's a highly proficient doctor who can be quite the Badass Adorable when pushed. In the fight with the zombie Oars Chopper consistently used his medical knowledge to tip the fight in the Straw Hats' favor.
Also Trafalgar Law, whose Devil Fruit ,appropiately named Ope-Ope Fruit (from "operation"), allows him to cut people up and reassemble them in any way he likes. He's the doctor and captain of the Heart Pirates and his epithet is "The Surgeon of Death".
Despite how deadly he is, Law is proven to be pretty damn good at the medic part of combat medic, though he hasn't been shown to use his medical expertise on the battlefield yet.
Yaone from Saiyuki. Hakkai also functions as this, though his healing powers are draining and he can't use them if he's injured.
Kim Diehl is both a tanuki witch with healing abilities and very handy with her flamethrower/lantern Weapon, Jackie (in fact, she was introduced as a meister before the reveal she was a witch). Though we've seen slightly more of the latter talent, healing herself from a nasty stab wound is an indication of how good a Medic she is.
Stein satisfies his endless curiosity by being a doctor (of a kind) and a crazy awesome meister who has a thing for bladed weapons. Apparently this is because both occupations give him the opportunity to cut things up.
YuYu Hakusho's Kurama is a lethal fighter with a genius-level intellect - and a knowledge of both the killing and healing abilities of plant life.
Similarly, the demon Shigure is both a badass combatant with his Rings of Death and an extremely efficient surgeon who actually implanted the Jaganishi in Hiei's forehead.
From Pokémon Special, Yellow, who is gifted with Healing Hands, spends her arc steadily improving her battling skills up to the point she has to go up against Lance front and center.
Mender from ElfQuest has Healing Hands but is also prone to battle-fury, such that he might tear into a group of enemies only to heal them once the battle is over. He actually gets a kick out of his contradicting natures.
Dr Charles McNider, aka Dr Mid-Nite, in DC Comics, and his sucessors Dr Beth Chapel, aka Dr Midnight, and Dr Pieter Cross, aka Dr Mid-Nite II.
Soranik Natu of the Green Lantern Corps. Her ring came to her in the middle of a difficult operation, and she only accepted so she could use it to save her patient (she comes from the same planet as Sinestro, so Lanterns don't exactly have a great reputation there).
Bill Mauldin's classic WWII comic Up Front depicted medics at the front alongside the dog soldiers. In one panel a dishevelled medic is told he didn't earn combat pay because he wasn't "in combat."
The G.I. Joe team often fields a medic, the two most notable being Carl "Doc" Greer and Edwin "Lifeline" Steen.
Nightcrawler in the X-Men had some medical training and sometimes served as the team's medic, especially during the Chris Claremont run.
In the Teenage Mutant Ninja TurtlesFan FicThe Long Walk, after her Heel-Face Turn it turns out the OC Breech Loader turns out to be something of a medic, knowing all about healing injuries sustained in street battles, and also has a wide knowledge of dealing with drug-related problems. It also turns out that she has absolutely no qualms about hurting people, and can even defeat Raphael in one-on-one combat.
In Embers both Katara and Zuko use their bending abilities to heal and fight. Toph subverts this by having a proper training, but preferring to only smash people around. Most healers were taught how to fight in the old days, until Koh decided that getting rid of them would make it easier for him to destroy all humans. It’s hinted that Avatar Kuruk actively defined this trope (splitting healers and warriors) to either save last healers or to avoid creating another insane Northern Tribeswoman like Avatar Kesuk.
A Growing Affection adds to the list of medically trained ninajs, but also has a number of other ninjas (including Naruto and Hinata) being taught a few simple medical jutsu so they can help out in an emergency. This comes in handy in a few chapters.
Bait and Switch: During an away mission in chapter seven, the USS Bajor's science officer Birail Riyannis serves this role, mixing it up in firefights and providing first aid to an injured civilian and two members of the away team.
Earth Templars in the NERO LARP qualify as this.
Odyssey LARP has the Philosopher class, which does healing and magical rituals. Carthaginian philosophers get melee weapon use as their cultural skill. More secrets of the universe? no thanks, I'll have a pair of swords!
The X-Wing Series has Ton Phanan. He was a licensed doctor before being badly hurt and getting cybernetics. After that he left his profession and became a pilot. In Wraith Squadron because of his medical training he became the squadron's medic. Even outside of the cockpit he wasn't too squishy, being a little of a Dr. Jerk and a Deadly Doctor who was able to cut an attacker's throat with a laser scalpel, as he explains in the page quote.
Sarkin: Why did you give [medicine] up?
Phanan: Because I didn't care for patching up people I don't care about and do enjoy killing people I hate.
Rebecca Chambers from Resident Evil is portrayed in the novels as not only the STARS team medic, but a scientist as well. She's accurately shown to be weak in combat, but that doesn't stop her from saving the world through smarts and cunning or everybody loving her.
John Watson from the Sherlock Holmes series, as well as fulfilling his namesake trope, can be seen as a combat medic. While Watson is a doctor and sometimes patches Holmes up after injuries on a case, he more often acts as physical backup for Holmes in dangerous situations. He is a competent fighter and owns a gun (Holmes does not).
Watson survived service with the British Army in Afghanistan. 'Nuff said.
Clarissa MacDougall of the Lensman universe starts as a nurse in the Galactic Patrol. By the third book of the Kim Kinnison story arc she's promoted into the ranks of the Lensmen themselves, justified in-universe because she's the co-penultimate of the Arisian breeding program and more than half-Lensman to start with and also the only one qualified to work with the Matriarchs of Lyrane II. She more than justifies her promotion when she uncovers the return of the Overlords.
In the grand finale, she goes back to Lyrane and turns things up several notches. And then several more. By the time it's all over, there's a trail of wreckage and enemy corpses behind her; and it's quite clear that while the other Second-Stage Lensmen all have specialist skills she lacks, she has by far the greatest reserves of sheer mental force. To top it all off, she's one of the tactical controllers at the Battles of Arisia and Ploor, alongside the Galactic Coordinator and the Patrol's two senior Admirals (among others).
In addition to designated squad medics assigned to the Vorkosigan Saga's Dendarii Free Mercenaries, Elli Quinn has sufficient medical training to do a field prep for cryo-freeze of battlefield casualties. (Probably part of her overall bodyguard training.)
Dr. Maturin in the Aubrey-Maturin series, in addition to being a learned physician, is also an expert swordsman and marksman.
Medicine cats in Warrior Cats are all trained to fight unless they're physically incapable of doing so. And some medicine cats were warriors before becoming medicine cats, which makes them even more skilled in battle.
In Corner of a Round Planet (the sequel to Pocket in the Sea,) Dog Company's medic, Lillenthal, is definitely this though he does focus on his job as the medic first and foremost.
Alastair Kornbock from Doc Sidhe is a world-class surgeon who has no problems being on the frontline of Doc's fight against evil. As he explains, the Fair World's equivalent of the Hippocratic Oath only applies to patients, and the people he fights don't become his patients until after he shoots them.
Kaladin of The Stormlight Archive was trained as a surgeon by his father before going to join the army and becoming an expert spearman.
'Doc' Leroy from the novels of J.T. Edson. A deadly gunfighter whose ambition is to become a doctor. He often ends up patching up those he has shot.
Most Healers in the Valdemar novels don't get combat training, but some do. On that short list, MindHealer Crathach from Exile's Honor not only has Healing Hands that work on a damaged psyche, but is so good with two daggers that he can teach Alberich a few tricks. Crathach ends up assigned to Sendar's bodyguard for the final battle.
Dr. Julian Bashir of Star Trek: Deep Space Nine is this at times. He once killed a Jem'Hadar by stabbing him in the neck, not to mention the fact that he'll defend himself with a phaser when necessary. He's also genetically augmented with superhuman reflexes and genius intellect which he normally has to hide but gets to put to use working for Starfleet Black Ops.
The Doctor from Voyager is upgraded in the later seasons to also be an emergency command hologram and proves to be very dangerous when turned against the crew. He's also effectively immortal.
He also once disabled two enemy warships with a single torpedo. Anyone who has used a shock rifle in Unreal Tournament can guess how he did that.
Firefly's Simon Tam isn't much of a frontline fighter, but his exceptional medical skills allow him to disable opponents using nonlethal attacks, and in one case prevented an unruly Jayne from taking over the ship.
John: *while holding Sherlock in a headlock* I was a soldier! I killed people!
Sherlock: You were a doctor!
John: I had bad days!
Doctor Who's Rory Williams is a nurse by profession. He's also, when he opens that little door in his mind, the Last Roman Centurion, and has 2,000 years of memories and skills to draw on. Cybermen are scared of him. With reason.
The same episode as Rory-v-Cybermen gives us Strax, a Sontaran who had this role forced on him as "penance" for something his "clone-batch" did. He had to leave the army and care for the sick and weak of other species, which is considered a Fate Worse than Death for a Sontaran. He makes the best of it, but his bedside manner is, well...
Boy: Will I be OK?
Strax: [cheerfully] Of course you will my boy, you'll be up and around in no time. And perhaps one day, you and I shall meet on the field of battle, and I will destroy you for the glory of the Sontaran Empire!
Boy: Thank you, nurse.
Owen Harper from Torchwood was not averse to wielding a gun, and then there was that time he kicked the ass of Death.
In Kamen Rider OOO, Akira Date/Kamen Rider Birth was part of a group of traveling doctors before he became a Rider. He gets to use his medical skills in episode 24, and one of his dreams is to set up a medical school.
Emergency! had one who was training to become a paramedic. Unfortunately, he kept trying to fall back on the combat medicine he'd learned in the army, and kept arguing with Gage and DeSoto over how to treat the patients and wanting to start treatment before the doctor could advise what to do. He really learned a hard lesson when the guys treated a man whom the medic kept insisting was an acid tripper, and then the hospital relayed he was actually a diabetic, and the medic's course of action (there's nothing you can do but transport and let it wear off) would have killed him.
Several episodes of Moonlight show that Mick used to be one during World War II, and that's before he became a vampire. He shows off his skills as a battlefield medic by tying off a cut artery with a necklace.
Dr. Owen Hunt in Grey's Anatomy. The first episode that introduced him has him performing a tracheotomy on a guy with a pen. After he leaves the army and becomes a trauma doctor at Seattle Grace, he, at first, has trouble adjusting to working at a civilian hospital and nearly gets into trouble with his improvised medicine (e.g. having a patient's scalp glued to her head instead of calling for a specialist to properly suture it). Oh, and he still has PTSD from his time in Iraq.
Dr Donald "Ducky" Mallard of NCIS served in Afghanistan and Bosnia with the Royal Army Medical Corps before joining NCIS
Noob, that is set in a fantasy MMORPG, has a handful of them.
Myth and Legend
In the Norse tale Sigrdrifumal, a female figure (possibly a Valkyrie) instructs a warrior what runes he must know. These include both victory runes (for battle) and healing runes.
Medics were given shotguns, sidearms, or even assault rifles for protection. Resulting situations were described as "preventative medicine".
Sergeant David Bleak, a combat medic who during the Korean war, took down several enemy soldiers with his bare hands in the midst of an enemy ambush.
To elaborate, he killed one by breaking his neck, killed another by crushing his windpipe, and then two others later by smashing both their heads together so hard that their skulls probably cracked.
Patrol medics of the United States Army and Navy (called corpsmen) are both issued rifles. They are essentially riflemen who have passed a more advanced first aid course, serving as a soldier first and medical specialist second.
PJ's (Pararescue, also "Pedros", US Air Force Special Forces that specialize in search in rescue and medevac) serving in Afghanistan are known to willingly forgo Geneva Convention protections because painting a large Red Cross on your unarmed helicopter just draws fire from enemies who know said 'copter is unarmed. Their alternate solution? They like to ride in helicoptersarmed with dual miniguns. There are several other special forces groups that do the same thing as PJ's, and they are often in their respective country's air force. A couple examples are Israel's unit 669 and Brazil's Para-SAR.
The only branch of the United States military that does not train their own medics is the Marine Corps; instead, they are assigned Navy Hospital Corpsmen, who are referred to as "Doc" and given great respect. This is because, in addition to their Field Medical Training classes, they are required to pass all aspects of the Marine Physical Fitness test. In other words, they have to be able to run 3 miles in less than half an hour, perform at least 50 sit-ups in two minutes, know how to fire and service a rifle, all while learning how to save a Marine's life. Is it any wonder that the rating of Hospital Corpsman is the most decorated in the US Navy?
Marine training is even harder on the attached Corpsman than the rest of the Marine recruits. A Corpsman is required to carry a full pack like everybody else as well as their own medical supply kit which isn't exactly light. To make things harder, whenever recruits get a few minutes to rest on a particularly gruesome run or field exercise the Corpsman is expected to check on all of the recruits assigned to him for injuries (especially foot injuries).
Tends to happen in any situation where one or both sides do not respect the red cross symbol. Notable historical examples include the German and Russian armies in WW2 towards each other, and US medics in the Pacific theater.
The Israeli Army takes this trope to its logical conclusion with an ambulance that is also a tank.
Also carried over to the civilian world with this ambulance◊ from Magen David Adom (Red Star of David), Israel's answer to the Red Cross.
Most armies have a special forces medical division trained to rescue soldiers (in particular, shot-down pilots) behind enemy lines. Think medic + commando.
Many Special forces medic can even perform a variety of minor surgeries in the field to save your life and treat a very broad range of injuries and ailments.
Combat Medic is now a specific Job Type in the U.S. Army.
Much like the Navy Corpsman they are referred to as Doc and are often armed for self defense. Like their naval cousins they have a large amount of respect because they go out into the field with the infantry and are known to participate actively in fighting when needed.
The Laws and Customs of War dictate that in order to hold noncombatant status and be entitled to bear the Red Cross, hospital ships must be totally unarmed, even purely defensive systems like Phalanx CIWS being forbidden. This has presented something of a problem in modern times, as the Red Cross means nothing to a guided missile that misses its intended target and locks onto the first ship it sees. As a result, the Royal Navy has bit the bullet and fitted its "Primary Casualty Reception Ship" RFA Argus with a couple of point-defence guns.
Several countries and their respective branches of service, including for example the United States Army and the Marine Corps, issue the majority of their soldiers with at least a bare minimum of first aid supplies (and training), so that every soldier can apply this trope just in case.
Hati of Cry Havoc doesn't particularly like the fighting part of being a combat medic, but is still put on the front lines with the rest of the mercenaries. While not as heavily armed or armored as her squad mates she can hold her own in a fire fight.
All four of The Dragon Doctors prove to be handy in a fight. Three of them are magical doctors; Sarin specializes in shapeshifting magic, Mori's got a powerful spell-gun, and Kili can call upon spirits to aid her. Goro the surgeon is a literal Combat Medic, formerly a Major in the Army and still a deadly shot with a thrown scalpel.
Dr. Sun in Girl Genius declares his intention to deconstruct Baron Wulfenbach's giant medical mecha. Wulfenbach appears to take the threat seriously. Then he does it. It involved several explosions.
Last Res0rt's Scout Arael declares herself as one of those to avoid getting her ass completely kicked by the players. Despite being armed with what appears to be an electric scythe (which turns into a not-so-electric staff), she doesn't do too much healing in our first appearance of her, but definitely is the one scout who is acting only in self-defense. The "Combat" part of this makes total sense when she takes down a Zombie-fied Scout Kuvaela. Apparently, her oath doesn't apply to undead.
Qin Xu is an actual doctor, but doesn't have the same hesitation Arael does. 'Course, the Scouts are actively TRYING to kill him...