Medkit can be used to heal any injured or incapacitated operator.
Armoury Description
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Medkits instantly recover a set amount of health points for the target Operator or alternately revive them if they have been incapacitated. Depending on the user's skill level, the amount healed will adjust accordingly starting at a minimum of 33 HP.
Medkits are a perishable single-use item. Each Operator may bring up to two Medkits before deploying into a mission. They cost 30 credits per unit and cannot be upgraded.
Uses[]
Compared to the Morphine Injector, Medkits heal a wounded Operator for much more health. The sole downside is that they do not restore the Operator's AP upon revival, which can cause problems if the Operator was revived out of cover as they won't be able to move until the next turn.
Since Medkits scale according to the Operator's medical level, make sure someone who has a high skill level plays as the "support" to maximise their recovery output. Of course, if you're skilled enough to avoid getting hit or incapacitated in the first place, then you won't need to waste credits on Medkits at all.
Achievements[]
Qualified Medic
Use Medkits to heal 10 times (does not matter who gets healed).
Medical Expert
Same as Qualified Medic but up to 50 times. It's an absolute chore of an achievement and will cost you a lot of credits to get in the long run.
Trivia[]
Prior to Update 1.1976, a visual bug would cause Medkits to not appear in an Operator's inventory even if they had been equipped with one at the start of the mission (they would still be able to use the Medkit, however).[1]
Before Update 1.2158's release, it was possible for the Medkit to not be consumed instantly even after it was applied onto a wounded Operator.[2]