Build
Medic + Gunslinger Combat Stim Build
Put the Medic's damage buff on the Operator that attacks most often — the clearest confirmed synergy before launch.
- Confidence
- Confirmed
- Verified
- 4 August 2026
- Version
- pre-release (no retail build)
Build summary
Players who want the safest confirmed damage synergy to build a first squad around.
- Campaign phase
- early
- Difficulty
- Standard, permadeath enabled
- Game version
- pre-release (no retail build)
- Strong against
- grouped enemies, wounded targets
Loadout
The four bays
Weapon choices are role-based. No weapon statistics have been published, so treat them as starting points rather than optimised picks.
Bay 2
Custom Operator
Gunslingerpistol
The buff target. The Gunslinger's many separate attacks are what convert a damage increase into the largest total gain.
Bay 3
Heavyrepeater
Holds the frontline so the buffed Gunslinger is not the Operator absorbing return fire, and his Uppercut strips cover from targets the Gunslinger is about to spray.
Bay 4
Custom Operator
Scoundrelrifle
Identify Weakness stacks a second confirmed multiplier onto the buffed turn: a critical hit on top of increased damage.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- Combat Stim temporarily increases a teammate's damage and health. That is officially stated by the developer, not inferred.
- The Gunslinger is officially described as a fast multi-target specialist that spreads offense across several targets. More separate attacks means more instances of the buff being applied.
- The two facts combine directly: a per-attack damage increase is worth the most on the Operator making the most attacks. The blueprint identifies this as the strongest confirmed pairing available before release.
- Hawks' AP support can restore an Action Point to the Gunslinger, extending the buffed turn by one more action.
- Because Combat Stim also raises health, the buff partly pays for the risk of pushing a close-to-medium range Operator forward.
Execution
Example opening turn
An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.
- Step 1
Turn 1 — Medic: move into range and apply Combat Stim to the Gunslinger. AP cost is unpublished, so assume the Medic does little else this turn.
- Step 2
Turn 1 — Scoundrel: use Identify Weakness on the highest-value target the Gunslinger can reach.
- Step 3
Turn 1 — Gunslinger: attack repeatedly, spending the flagged critical first while the damage buff is active.
- Step 4
Turn 1 — Hawks (if built as Medic, this is the same Operator): if Advantage allows, restore one AP to the Gunslinger for a final attack.
- Step 5
Turn 1 — Heavy: hold the forward position so return fire lands on the Operator built to take it.
Strengths
- Built on a confirmed interaction rather than a guess.
- Front-loads damage into a single turn, which suits removing dangerous enemies before they act.
- The buff's health component gives some protection to a squad that has to close distance.
- Works from the earliest campaign phase — no unlocks required.
Weaknesses
- Combat Stim's duration, magnitude and AP cost are all unknown, so the size of the payoff is unverified.
- Whether the buff applies per attack or per turn is not stated — if it is per turn, the Gunslinger pairing loses most of its edge.
- Close-to-medium range means the damage core is exposed to return fire.
- Weak into a single very high-health target, where many small attacks are less efficient than one large one.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Safer
- Swap the Scoundrel for a second frontline Operator, trading the critical setup for a squad that takes fewer Injuries while the Gunslinger is exposed.
- More aggressive
- Swap the Heavy for a Soldier. The rocket adds cover destruction, but it also competes with Hawks' AP support for the same Advantage pool — a real cost, not a free upgrade.
- If the Gunslinger underperforms
- Move the Combat Stim onto a Soldier instead. Fewer, larger attacks benefit less in theory, but if the buff turns out to be per-turn rather than per-attack, this is the better target.
How this will be verified
Re-test in the retail build, recording version, platform and difficulty, then update the status label from theorycraft to tested. Specifically: measure whether the Combat Stim damage increase applies to each attack or once per turn, and record its duration and AP cost.
Mechanics this build depends on
Other builds
Sources
- Interview with Bit Reactor on tactics, classes, Bonds and synergies
Xbox Wire · Tier 2 — Developer interview · accessed 4 August 2026
Supports: Specialization roles, Combat Stim, Identify Weakness, Advantage, Hawks AP support