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WARDOGS · Class guide · Medic

WARDOGS Medic Guide (2026): Revives, Medical Bag and Zone Count

How to play Medic in WARDOGS: why a revive is worth a point in the Control Zone, the Season 2 kit ladder from the PP-19 Bizon to the Defibrillator, when to revive and when to wait, smoke and positioning, and what pays XP.

Updated 2026-11-08 · 12 min read · by the BoostPirate crew
  • MP5 at Medic 4
  • Medical Bag at 14, 150 durability
  • Defibrillator at Medic 22
  • A revive puts a body back in the zone
Class guide · Medic

Kills don't score. Bodies in the zone do.

A downed teammate counts as zero until someone picks them up. The Medic is the role that turns lost bodies back into points — and gets paid XP for every one.

Squad monitorillustration
DOWN REVIVED
Downed, bleeding out0counts toward the zone
After your revive1back in the count · ≈200–250 XP
Kit drawerMedic level · Season 2
  • —Bandage$200 a spawn
  • 10IFAKwas level 9
  • 14Medical Bag150 durability
  • 16Adrenaline Penwas level 14
  • 22Defibrillatorwas level 11
  • 23M18 Smokewas level 21

Zone count: the community wiki wardogs.zone (16 Oct 2026). Revive XP ≈: Slyther Games' community tracking (21 Oct 2026). Kit levels: BULKHEAD's Season 02 patch notes (14 Oct 2026); bandage price is a Season 1 community figure.

The Medic is the role that WARDOGS' scoring quietly runs on. Matches are won by the faction with the most players inside the Control Zone, and a downed player who is bleeding out doesn't count. Every revive puts a body back on your side of the scoreboard, and the Medic track pays XP for it. Season 2 didn't change what the Medic is paid for, but it reshuffled the whole kit: the MP5 and Medical Bag came much earlier, the Defibrillator later, and the Bizon became the free starting gun. This guide goes deeper than our overview of all six classes: how presence scoring makes a revive worth a point, what pays XP, the full kit ladder, when to revive and when to wait, and how to stay alive while you do it.

Short answer: the Medic earns XP from reviving and healing teammates — about 200–250 XP per revive and 80–250 per heal in community tracking (BULKHEAD doesn't publish the values). Because a downed player counts as zero in the Control Zone, a fast revive can decide the next score tick. In Season 2 the PP-19 Bizon is free to unlock, the MP5 opens at Medic 4, the Medical Bag at 14 (durability raised to 150) and the Defibrillator at 22. Play behind your squad, smoke before you revive in the open, and never be the second body on the floor.
Key takeaways
  • A revive is a point: per the community wiki, downed players count as zero in the zone and a revive restores their count.
  • The Medic levels without kills: revives, heals, assisted revives and stims all pay XP — a busy zone is a revive farm.
  • Season 2 front-loaded the kit: MP5 at 4 (was 15) and the Medical Bag at 14 (was 24); the Defibrillator moved back to 22.
  • Smoke, then revive: the M18 Smoke Black (Medic 23) or any wall between you and the shooter is worth more than speed.
  • Everything here is Season 2: Season 3 starts 12 November 2026 with a reset and new notes.

Why the Medic matters: presence scores, not kills

BULKHEAD's Steam page describes the mode as King of the Hill: the team with the most players in the zone earns points, first to 100 wins, and cash comes from teamwork such as reviving squadmates. The community wiki wardogs.zone fills in the mechanics that make the Medic important: a score tick lands every 22 seconds, the faction with the most presence in the Control Zone takes it, players in the Hot Zone count double, downed players bleeding out count as zero, and reviving a teammate restores their count. If two factions tie for the lead, nobody scores until the count changes.

So in a close zone, the Medic decides ticks. If your faction has eleven players in the circle against the enemy's ten but two of yours are down, you're losing the tick nine to ten; picking both up makes it eleven to ten without a single shot. That's the job: keep your side's count high, and keep yourself alive to do it again. Kills are welcome, but they're the Assault's job — read the Assault guide for that side of the fight.

What pays Medic XP

BULKHEAD hasn't published per-action XP for the Medic, and its Season 2 notes didn't change Medic rewards — only the kit. These are community figures from Slyther Games' class XP tables (updated 21 October 2026); treat them as a guide to which actions matter, not exact values:

Revived teammatemay vary on back-to-back revives of the same player≈200–250 XP
Healed teammatescales with how much you healed≈80–250 XP
Helped revive a teammatevaries with how long you were reviving≈178 XP
Applied stim≈100 XP
Revived-player assistkills, revives or heals by someone you revived≈8–50 XP

Bars show the community range to scale, 250 XP full width. A Medic kill pays like anyone's — about 250 XP, 275 for a headshot.

Two of these are easy to miss. Helping a revive pays even when someone else finishes it, so two Medics on one body aren't wasting time. And the revived-player assist keeps paying you a little when the player you picked up goes on to kill, revive or heal. A revive early in a long fight keeps earning. Heals scale with how much health you restore, so topping up a player at 90% pays far less than patching one at 30%.

The Medic kit ladder in Season 2

Every item has a role-level gate and a one-off cash fee; most of it is then bought again every spawn. BULKHEAD's Season 2 notes moved almost everything:

1
PP-19 Bizon + 53 RNDdefault unlock · $1,000 a spawn · 9x19mm
1
Eclipse flash hider$7,500 unlock · was level 26
4
MP5$25,000 unlock · $1,800 a spawn · was level 15 and $75,000
6
Holographic Sightmoved in from Assault
10
IFAKwas level 9
14
Medical Bag$50,000 unlock · $1,800 a spawn · durability 150
15
PP-19 Vityaz$50,000 unlock · was level 4 and $25,000
16
Adrenaline Penwas level 14
20
AMP-9 + 15 RND$75,000 unlock · $1,375 a spawn · was the default SMG
22
Defibrillator$110,000 unlock · was level 11 and $50,000
23
M18 Smoke Blackwas level 21

The Medical Bag is the item the ladder is built around: Medic 14 for $50,000 (it was 24 and $75,000), $1,800 a spawn, and its durability went from 100 to 150 in Season 2 — half as much healing again before it's spent. The Defibrillator went the other way, to Medic 22 for $110,000 (was 11 and $50,000). On the shared Season 2 curve, Medic 14 is roughly 49,000 XP and Medic 22 about 149,500 — our straight line between BULKHEAD's published points (25,000 XP at 10, 54,750 at 15, 111,500 at 20 and 206,600 at 25).

The WARDOGS revive loop: a downed teammate bleeding out counts as zero in the Control Zone; cover with smoke or a wall; revive for about 200 to 250 XP; they count as one again and you heal for about 80 to 250 XP. Beside it the Season 2 Medic kit by level: PP-19 Bizon 1, MP5 4, IFAK 10, Medical Bag 14 with 150 durability, Vityaz 15, Adrenaline Pen 16, AMP-9 20, Defibrillator 22, M18 Smoke Black 23
The loop the Medic is paid for, and the kit that unlocks along the way. Kit: BULKHEAD's Season 2 notes; XP ≈ and zone count: community sources.Graphic: BoostPirate

When to revive — and when to wait

The worst Medic play in any shooter is running into the same sightline that just dropped your teammate. BULKHEAD doesn't publish a bleed-out timer, so you can't plan on "I have ten seconds". Plan on the shooter instead. This is BoostPirate's triage, from the calmest case to the worst:

Revive now

Downed behind cover

The body is out of the shooter's line, or the shooter is dead. Go straight in — every second they're down is a zero on the count.

Smoke first

Downed in the open

Throw smoke between the body and where the shot came from, or wait for your squad to suppress. Then revive from the side the smoke protects.

Hold

Shooter still watching

A sniper or MG on the body means a second downed Medic. Call the position, let Recon mark it or Assault clear it, and revive after.

Two more rules. Revive the player who will be useful first — the one with a rifle in the zone before the one at the edge. And if you're alone and the zone is lost, pull back: a dead Medic who lost a Medical Bag and a gun costs your bank more than the revive was worth.

A WARDOGS squad with heavy backpacks wading across a shallow river towards a hillside with a radio mast
Open ground is where Medics die. Crossing a river or a field with no cover is the moment to stay at the back of the squad, not in front — a downed player out here needs smoke before a revive.Screenshot: BULKHEAD / Team17 via Steam

Smoke, cover and staying alive

A Medic's position is one step behind the fight: close enough to reach the body, far enough not to be the next one. BoostPirate's habits for it:

  • Follow, don't lead. Enter a building after your Assault, not before; you can't revive anyone if you're the first one down.
  • Plan your smoke. The M18 Smoke Black joins the Medic track at 23 in Season 2; until then, a wall, a vehicle or your squad's suppressing fire is your smoke.
  • Use the weather. In BULKHEAD's Season 2 rain preset, heavy-rain thunder is loud enough to mask footsteps — a good moment to move to a body.
  • Watch for fire. The new Molotov keeps damaging anyone standing in its flames; don't revive inside a burning doorway.
  • Keep the Medical Bag between fights. It has 150 durability now — spread it over the squad instead of emptying it on one player.

Season 2 also made heavy helmets a mixed blessing: the Level 4 helmet muffles audio and proximity chat, narrows your view and fogs when you sprint. A Medic needs to hear teammates calling for help, so the lighter helmet is usually the better pick. And with suppression rebuilt to hit much harder from near misses, a helmet that cuts suppression (Level 3 by 68%, Level 4 by 80%) helps you keep your hands steady while you work.

Medic weapons: from the Bizon to the AMP-9

The Medic fights with SMGs and a sidearm, and Season 2 changed which one you start with:

  • PP-19 Bizon (default) — a 9x19mm SMG with a 53-round magazine, unlocked by default, $1,000 a spawn. The big magazine suits a role that keeps reloading between revives.
  • MP5 (Medic 4) — $25,000 unlock, $1,800 a spawn; BULKHEAD made its recoil pattern more horizontal in Season 2. The 30-round magazine moved to Medic 8.
  • PP-19 Vityaz (Medic 15) — moved from level 4 to 15 and $50,000; its 50-round drum and suppressor got cheaper and earlier.
  • AMP-9 (Medic 20) — the old default SMG is now a $75,000 unlock at 20 and $1,375 a spawn.
  • Super-45 — unlock raised to $200,000 and $5,600 a spawn, with more damage falloff beyond 50 m in Season 2. A close-range weapon only.

BoostPirate's advice: stay on the Bizon or MP5 until the Medical Bag is paid for. An expensive gun doesn't level the Medic track; revives do, and the bag lets you do more of them per life.

A Medic spawn that pays for itself

Your bank carries between matches and every spawn's kit is lost when you die. A Medic's revives pay cash as well as XP (BULKHEAD's Steam page lists reviving squadmates among the actions that earn), so a lean kit lets every life finish in profit. A typical Season 2 spawn, our arithmetic at the listed prices:

Lean

  • PP-19 Bizon$1,000
  • 2 bandages$400

A life$1,400

Medical Bag kit (Medic 14+)

  • MP5$1,800
  • Medical Bag$1,800
  • 2 bandages$400
  • Field Resuscitator$425

A life$4,425

Spawn prices from BULKHEAD's Season 2 notes (the Field Resuscitator dropped from $500 to $425); the bandage is a Season 1 community price the notes didn't change. Armour, ammunition and attachments not included. Slyther Games also recommends carrying the resuscitator because a teammate may use it to revive you.

First-person view down a dark room in a WARDOGS house, a doorway lit at the far end
Clear rooms behind your Assault. In buildings the Medic follows the squad through the door — the room is only safe for a revive once someone else has checked the corners.Screenshot: BULKHEAD / Team17 via Steam

Playing Medic in a squad

The Medic is the role that gains most from a squad on voice. WARDOGS has proximity voice chat (BULKHEAD's Steam page), and Season 2 added squad intent: a squad leader can set a visible intent from a preset list, so everyone knows whether the squad is attacking, defending or moving. For a Medic that's the signal of where the bodies will be. Ask your squad for three things: call when you go down and where the shot came from, don't revive-bait by crawling into the open, and wait for smoke before you sprint across a road.

If you play alone, attach yourself to the biggest group in the zone instead of a squad. Revives pay on any teammate, and a crowded building inside the circle produces more of them than anywhere else on the map.

Medic mistakes

Do
  • Revive inside the zone first — that's where the count matters.
  • Smoke a body in the open before you go to it.
  • Spread the Medical Bag's 150 durability across the squad.
  • Keep a lean kit until the bag is unlocked.
  • Help a revive someone else started — it pays too.
Don't
  • Run into the sightline that just downed your teammate.
  • Lead the push into a building.
  • Wear the Level 4 helmet if you need to hear the calls.
  • Revive inside a Molotov's flames.
  • Count on a bleed-out timer — BULKHEAD hasn't published one.

The Medic in Season 3

BULKHEAD's "Road to Season 3" post (6 November 2026) dates Season 3 to 12 November 2026 with a new urban map, Sabatulo, built around close-quarters combat — more rooms, more corners and more revives at short range. It also promises longer seasons and a patch-notes preview the week before launch. Progression resets at the end of a season (BULKHEAD's Season 2 devlog) and CEO Joe Brammer called Season 3 "a proper fresh start", so the Medic track starts again at level 1. Check the new notes for the Medical Bag and Defibrillator gates before you plan your first week.

Rather have the Medical Bag on day one? Our Medic leveling takes the track from your level to your target in a full squad, piloted or with you playing alongside. For the rest of the squad, read the Support guide (who keeps the ammo coming), the Recon guide (who finds the shooter) and the Driver guide (who brings the squad in). New to the game? Start with the best class for beginners.

Sources
Free: WARDOGS XP Calculator Pick a role and two levels — the Season 2 XP between them, the hours at your pace, and the booster timeline. Plus the loadout planner, Gold Exchange converter and season calendar.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

How does the Medic earn XP in WARDOGS?
By healing and reviving teammates. BULKHEAD hasn't published per-action Medic XP; Slyther Games' community table puts a heal at about 80–250 XP depending on how much you heal, a revive at 200–250, helping someone else's revive at about 178 and a stim at 100.
When does the Medic get the Medical Bag in Season 2?
At Medic 14 for a $50,000 unlock, down from level 24 and $75,000 in Season 1. It costs $1,800 a spawn and Season 2 raised its durability from 100 to 150.
Why are revives so important in WARDOGS?
Because presence scores, not kills. The community wiki wardogs.zone notes that a downed player who is bleeding out counts as zero towards the Control Zone and that a revive restores their count, so a quick revive can decide who takes the next score tick.
What is the best Medic weapon early in Season 2?
The PP-19 Bizon is unlocked by default at $1,000 a spawn, and the MP5 moved down to Medic 4 for $25,000 ($1,800 a spawn, with a more horizontal recoil pattern since Season 2). The AMP-9 is now a Medic 20 unlock.
Does Medic progress carry into Season 3?
Not by BULKHEAD's rules so far: cash and progression reset at the end of a season, and CEO Joe Brammer called Season 3 (12 November 2026) a proper fresh start. Check the Season 3 notes for the new Medic gates.

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