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Zero Company Builds

Specialization

Zero Company Medic class guide

Healer with a free med pack, a Combat Stim that grants damage and temporary health, and a Morale Boost that heals the squad for ten turns.

Confirmed
Confidence
Confirmed
Verified
14 August 2026

Quick answer

Healing, revival and buffing — physical and psychological — with a permanent med pack that costs no Utility slot.

Range
close, medium
Ultimate
Morale Boost
Build themes
Combat Stim as a buff and a heal in one action · Morale Boost squad-wide regeneration · Free med pack throughput · Building Bonds fast
Suggested weapons
PistolRifle
Tags
sustain, injury-prevention, advantage-spender

Ultimate

Medic Ultimate: Morale Boost

Every Specialization has exactly one Ultimate. It is the ability the class is built around, and the one it spends the squad's shared resources on.

Costs 7 Advantage and grants this Operator and nearby allies 4 stacks of Morale. At the start of an Operator's turn they heal for twice their remaining stacks and then lose one — 8, then 6, then 4, then 2, for 20 healing in total. At maximum rank it grants 10 stacks, healing 110 over ten turns. Morale also cancels the chance-to-hit penalty an injured Operator suffers.

Build value: Squad-wide sustain on a decaying curve, so it rewards long fights and does little in short ones. The half people miss is the accuracy half: on higher difficulties, where Operators go down and keep fighting injured, cancelling the injury hit-penalty keeps a damaged squad functional in a way that raw healing does not. Its 7 Advantage competes directly with Rocket Strike, Easy Mark and Precision Shot for one pool that caps at 10 — this is the decision the Advantage economy exists to force.

Abilities

Confirmed abilities

Only abilities named by an official source appear here. The complete kit has not been published.

  • Combat Stim

    Confirmed

    Throws a stim to a target ally — or uses it on the Medic — granting the Stimulant buff, which raises max health and damage for two turns. Each rank increases the duration and the values; at the final rank the buff lasts the whole fight and grants +3 damage and +12 health. The health arrives as temporary health added on top of current HP, so an Operator at 1 HP jumps to 13.

    Build value: A buff and a heal bought with the same action, which is what makes it the most efficient support ability in the game. Because the damage bonus is flat and applies to each attack, it is worth the most on the Operator making the most separate attacks in a turn — the Gunslinger. Aimed at an Assault instead, the temporary health is what lets a squad be reckless about advancing into the open.

  • Morale Boost

    Confirmed

    Costs 7 Advantage and grants this Operator and nearby allies 4 stacks of Morale. At the start of an Operator's turn they heal for twice their remaining stacks and then lose one — 8, then 6, then 4, then 2, for 20 healing in total. At maximum rank it grants 10 stacks, healing 110 over ten turns. Morale also cancels the chance-to-hit penalty an injured Operator suffers.

    Build value: Squad-wide sustain on a decaying curve, so it rewards long fights and does little in short ones. The half people miss is the accuracy half: on higher difficulties, where Operators go down and keep fighting injured, cancelling the injury hit-penalty keeps a damaged squad functional in a way that raw healing does not. Its 7 Advantage competes directly with Rocket Strike, Easy Mark and Precision Shot for one pool that caps at 10 — this is the decision the Advantage economy exists to force.

  • Lifesaving Measures

    Confirmed

    Medpacs used by this Operator restore an additional +5% Health. Its Focus Tree ranks raise the figure; only the first is published.

    Build value: A percentage rather than a flat number, which decides where it is worth most: on the Operator with the largest health pool, not the one nearest death. It also pairs with First Responder in a way that is easy to miss — that passive hands the Medic a Medpac that costs no Utility slot, and this one makes every Medpac they use better, so the two together are worth more than either reads alone.

  • First Responder

    Confirmed

    This Operator is permanently equipped with a Medpac that does not use a utility slot. When this Operator rescues an ally with Rally, that ally is Fully Healed.

    Build value: Two separate things on one card, and the second is the larger. A free Medpac is a Utility slot given back — real, since slots are a campaign resource bought with Den upgrades. But **Rally rescuing an ally to full health** changes what a downed Operator costs: with any other squad member it is a rescue, and with the Medic it is a reset. On permadeath that is the difference between losing the fight and losing the character, and it is the strongest argument this database has for a Medic in every squad rather than in some.

Squad partners

Who to pair the class with

Each pairing states whether the interaction is officially confirmed or our reading of confirmed mechanics.

  • Gunslinger

    Combat Stim's damage bonus is flat and applies to each shot, so it is worth the most on the Operator that fires most often in a turn.

  • Heavy

    Taunt concentrates incoming damage onto one Operator, which is the case single-target healing handles best, and +12 temporary health goes furthest on the unit already built to absorb.

  • Assault

    The Assault takes the most exposure by charging into the open, so it is the Operator most often at the HP where Combat Stim reads as a heal.

  • Soldier

    Both spend Advantage, so pairing them forces the squad-composition decision the Advantage pool exists to create.

Talents

Talents that suit the Medic

A Talent is chosen separately from a Specialization, so these are combinations you assemble yourself. The Squad Builder models the class half only.

  • At max rank a support Operator can spend spare Action Points shielding whoever is about to be focused, which is cheaper than healing the damage afterwards.

  • A Medic decides how long an Injury lasts, so the two Talents are read together: heal it away, or leave it and take the Defense.

  • An attack ignored entirely costs no healing at all, which frees the Medic's Action Points for Combat Stim rather than repair work.

  • Concentrating a specific attacker onto one predictable Operator is the condition single-target healing is most efficient under.

  • Stacking two always-on support layers on the one Operator that is always present frees the other three slots entirely for damage and control.

Strengths

  • First Responder permanently equips a med pack with two charges that does not consume a Utility slot, so a Medic never trades grenades for healing.
  • A Medic's Rally fully heals the downed Operator it revives.
  • Life-Saving Measures raises med pack healing by 5% per rank to +30%, and it applies to the free pack as well as carried ones.
  • Combat Stim is thrown to an ally — or used on the Medic — applying the Stimulant buff, which grants extra max health and extra damage. At final rank that is +3 damage and +12 HP for the entire fight rather than two turns.
  • The Combat Stim health is temporary health added on top of current HP, so an Operator at 1 HP jumps to 13. It functions as a heal and a damage buff bought with one action.
  • Morale Boost costs 7 Advantage and grants allies 4 stacks of Morale. Each turn they heal for twice their remaining stacks and lose one — 8, then 6, then 4, then 2, for 20 total. At max rank it is 10 stacks and 110 healing over 10 turns.
  • Morale also cancels the chance-to-hit penalty from being injured, which keeps a damaged squad functional on the difficulties where Operators go down often.
  • Healing and buffing allies builds Bond between the two Operators, and a Medic raises Bond faster than any other role — a reason to run one early even if you re-specialize later.

Weaknesses

  • Morale Boost's 7 Advantage competes with every other Ultimate for one shared pool that caps at 10.
  • Morale heals on a decaying curve, so its last stacks are worth 2 HP a turn. It rewards long fights and does little in short ones.
  • Combat Stim is single-target, so the strongest buff in the kit has to be aimed at one Operator per cast.
  • Injuries come from being downed, not from taking damage, which lowers how much preventative healing a squad actually needs.
  • Action Points spent healing are Action Points not spent on damage, and the Medic has no offensive ability of its own.

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • Combat Stim's Action Point cost, and its buff values at intermediate ranks.
  • Whether re-applying Combat Stim refreshes the temporary health or wastes it.
  • Whether Morale stacks from two casts add together.
  • Whether med pack charges refill between missions or must be resupplied.
  • Focus Point costs for each rank.

Questions

Common questions

The way these come up in search, answered directly.

Can you revive a downed Operator?
Yes — allies can Rally a downed Operator, and Trick can revive himself.

Every question, answered with its sources

Other Specializations

Sources