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Zero Company Builds

Reasoned from confirmed mechanics

Heavy + Medic

Turning squad-wide chip damage into damage on one predictable Operator.

Theorycraft
Confidence
Theorycraft
Verified
23 August 2026
Version
pre-release (no retail build)

What it needs

In the squad
Heavy · Medic
The builder checks
A Heavy and a Medic in the same squad.

Mechanism

Why it works

The Heavy absorbs attacks in the open, which concentrates incoming damage onto one Operator instead of spreading it across four.

A Medic healing one predictable target is far more efficient than one chasing scattered chip damage across the squad — the same Action Point restores a larger share of what was lost.

The pairing is therefore about the shape of the damage rather than its amount, which is why it holds regardless of what the individual heal numbers turn out to be.

Cost

What it gives up

Two of four squad slots spent on Operators that do little damage, in a game where the enemy count rises through the campaign.

In practice

Squads built on this

Curated builds whose four Operators trigger this finding in the Squad Builder. Derived from the same engine, so the two lists cannot disagree.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • Whether healing has a range limit that a front-line Heavy would outrun.
  • How much of a Heavy's mitigation is passive versus spent, which decides how much healing it actually needs.
  • Whether Injuries accrue from damage taken or only from being downed — the Heavy takes far more of the former.

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Sources