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Characters / Arknights Medics

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https://static.tvtropes.org/pmwiki/pub/images/arknights_medic.png
Medics are the operators that are your primary healers, and are generally essential for keeping your defensive line alive. However, they are not Combat Medics, as they are the only operator class that are incapable of dealing any damage to enemies at all (outside of a few very rare exceptions). They also have relatively poor defensive stats, so it is ideal to place them in locations where they aren't exposed to enemy fire. Medics are classified based on their healing range and the number of allies they can heal in one action.

Medic

Default DP cost range (without potential upgrades): 3 DPnote , 17 - 20 DP

https://static.tvtropes.org/pmwiki/pub/images/stmedic.jpg
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.
  • 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

  • Boring, but Practical: This archetype is focused on healing above anything else, but due to this focus, they can lose out on usage since there is a multitude of operators gain self-heal, either on kill (who are typically unhealable by Medics to begin with) on hit (like Jaye) or passively (i.e Thorns and Mountain). Because of this, this archetype is largely used in the early-game, with certain Medics who come with utility like Warfarin note , Kal'tsit note  and Silence note  becoming mainstays the further one progresses into the game.
  • Repetitive Name: 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... Medic. No joke. This meant that they would have been called "Medic Medics" in the game. Due to this, many players still call them 'Single Target Medics' or 'ST Medics' for short.

Multi-target

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

https://static.tvtropes.org/pmwiki/pub/images/aoemedic.jpg
Multi-target Medics can heal up to 3 allies simultaneously, though each individual heal is weaker than a 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.
  • 6★ Operators of this archetype: Nightingale
  • 5★ Operators of this archetype: Breeze, Ptilopsis
  • 4★ Operators of this archetype: Perfumer

  • Close-Range Combatant: 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). Unlocking their module mitigates this slightly by adding a single square to their forward range.

Therapist

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

https://static.tvtropes.org/pmwiki/pub/images/widerange.jpg
Therapist Medics have a large healing range, though any heals performed on distant allies note are reduced to 80% of the Medic's ATK stat. They can usually grant the Resist effect that halves the duration of disabling status effects like Stun and Freeze.
  • 6★ Operators of this archetype: Lumen
  • 5★ Operators of this archetype: Ceylon, Whisperain
  • 4★ Operators of this archetype: Purestream

  • Combat Medic: Interestingly, they can become this in Integrated Strategies: Mizuki and Caerula Arbor, should you obtain the Hand of Cleansing collectible, which deals Damage Over Time to all enemies within the Therapists' healing range.
  • Heal It with Water: All of them use water to heal allies. This is reflected in their symbol.
  • Parasol of Prettiness: With the exception of Purestream, the Therapist Medics use an umbrella to cast their healing Arts.

Wandering

Default DP cost range (without potential upgrades): 14 - 16 DP

https://static.tvtropes.org/pmwiki/pub/images/ak_wandering_icon.png
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.
  • 6★ Operators of this archetype: Eyjafjalla the Hvit Aska
  • 5★ Operators of this archetype: Harold, Honeyberry, Mulberry
  • 4★ Operators of this archetype: Chestnut

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

Incantation

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

https://static.tvtropes.org/pmwiki/pub/images/ak_incantation_icon.png
Incantation Medics are a true example of a Combat Medic. 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.
  • 6★ Operators of this archetype: Reed the Flame Shadow
  • 5★ Operators of this archetype: Amiya, Hibiscus the Purifier, Vendela

  • Achilles' Heel: Damage from sources other than enemies, like Originium altars and poison haze is something they won't heal unless an enemy is near the affected allies. They cannot heal in between waves, and they need invisible enemies to be decloaked first in order to heal damage from them. This is caused by them having the same prioritization as offensive operators in contrast to the prioritization Medics have.
  • Boring, but Practical: Finding the optimal placement for their archetype is tricky, so it's much less headache to treat them as Caster units rather than Medic.
  • Breaking Old Trends: It's the first and only Medic subclass that actually focuses on attacking enemies instead of having to use a skill or gaining the ability to do so via their talent.
  • Combat Medic: 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. Their subclass icon also notably features the diamond shape used in the Caster icons.
  • Moveset Clone: The trait of this archetype, which makes 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.
  • Oxymoronic Being: As Medic, they would want to be placed by the backline to maximize healing coverage for allied Operators. Yet as offensive Caster, they would want to be placed near the frontline to maximize tile coverage against enemy units. This discrepancy often mean that their optimal placement is between 1-2 line behind the frontline, like a typical Caster instead of a Medic.

Chain

Chain Medics can best be described as the healing version of Chain Casters. Their healing jumps from one ally to another within their range, with each subsequent heal weakening in potency.
  • 5★ Operators of this archetype: Paprika

  • Master of None: As it currently stands, this archetype has fallen by the wayside due to having no real situation where they would be cut out for, as there is already a dedicated archetype that specializes in healing multiple targets within range. There are only a few situations Medics are cut out for note , but this archetype has not one carved out for itself yet.

Shared Tropes

  • Heal Thy Self: They can use their innate healing abilities on themselves when they lose health. This is also lampshaded in the description of the Integrated Strategies collectible 'Healer's Path - Self-Treating':
    Who says healers can't heal themselves? They simply pop some pills before continuing to help others.
  • Healing Potion: Certain Medics heal their allies by literally chucking these at the patient, namely Silence and Myrrh.
  • Loophole Abuse: Therapist Medics grant Resist on their heals, which reduces the effects of Stun, Cold and Freeze by half. This also works on Elemental damage-induced stuns and self-stuns, so even when an enemy-induced stun is not an issue, they can still work with operators like Specter and Liskarm.
  • Magic Staff: Most Medic operators wield staves (umbrella, in the case of Ceylon, Whisperain and Lumen) in conjunction with their powers. Those that don't (such as Silence) instead toss healing items towards their allies.
  • Mechanically Unusual Class:
    • Medics don't have offensive capabilities, so their ATK stat translates into how much HP they can heal. And while the "Healing Up" skills are written as if they boost attack, they actually refer to a boost in healing.
    • When deploying Medics, their area-of-effect grids are also colored blue instead of the other classes' orange.
  • The Medic: It's in the name. Medics provide healing and (sometimes) buffs for other units.
  • Mighty Glacier: A variation. The ASPD of most Medics tends to be on the slow side, even more so with Single-Target Medics who offset this with their larger base heal. Subverted with Silence's talent, which boosts all Medics' ASPD when she's fielded.
  • Required Secondary Powers: Lore wise, Medic operators who want to use healing Arts first need to have extensive knowledge of medical science and the anatomical structures of the various races if they want to heal effectively.
  • Shoot the Medic First: Sometimes, it is recommended to deploy the Medic later than, say, your Glass Cannon 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. Averted with the WAH-X module, that makes Medics less likely to be targeted by enemies (although they will still get hit by Originium Altars if placed in their range and by ballistae if they happen to bbe in front of them).
  • Support Party Member: With the exception of Folinic with her S2 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.

Operators

Integrated Strategies operators

These operators can only be "recruited" when playing the Integrated Strategies mode and are unavailable elsewhere. Their unlock conditions are the same as any operator in this mode, but are recruited already at max level, though Integrated Strategies' promotion limiting still applies.

     Medic Reservist 
https://static.tvtropes.org/pmwiki/pub/images/char_506_rmedic_1.png
Rarity: ★★★
ID: No. 506
Subclass: Medic
Tags: Healing
Skills: N/A
Talents: N/A
Afiliation: Rhodes Island
Race: Perro

     Touch 

Touch

Introduced: Integrated Strategies 1: Ceobe's Fungimist
Artist: Kumatangent
Voiced by: Ryōka Yuzuki (Japanese), Tweezle (Mandarin Chinese)

https://static.tvtropes.org/pmwiki/pub/images/char_510_amedic_1.png
Rarity: ★★★★★
ID: No. 510
Subclass: Medic
Tags: Healing
Skills: Apocalyptic Scene
Talents: Promotion
Afiliation: Rhodes Island
Race: Caprinae
One of the Elite Operators and an experienced Medic, who some of the junior operators like Hibiscus look up to as their instructor and mentor.
  • Big Damn Heroes: Shows up to save Hibiscus, Platinum, Gravel, and the Doctor as Platinum is fleeing the Armorless Union at the end of Near Light.
  • Combat Medic: Even though she's a Medic, Touch shows no hesitation in standing up to Monique, using her power to neutralize Monique's arrows.
  • Early-Bird Cameo: 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.
  • Mama Bear: Says that she was going to stay out of things until Monique raised her bow at Hibiscus and the Doctor.
  • Mysterious Past: 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.
  • Time Master: Her Arts work by reverting target objects to their previous or original states. This can be used to heal people by reverting their wounds back into healthy tissue, or neutralize attacks like how she corrodes the metal of Monique's arrow and reverts the shaft into a tree branch.
  • Tranquil Fury: Is calm when addressing Monique, but the sheer force of her presence makes Monique tremble.

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