Build reference: Patch 0.11 · 12 September 2026  ·  Last checked: 17 September 2026
Confidence: 【A】 confirmed  ·  【B】 single source  ·  【C】 our estimate  ·  【Unconfirmed】 not confirmed — activate a marker for what it means.

The medic is a money role, not a support role

WARDOGS pays for keeping the squad alive. The Medic XP track is fed by revives and heals and unlocks the medkit and defibrillator 【A】, but the cash arrives immediately, per action, rather than at the unlock. A competent medic is not a helper who forgoes income to help — they are one of the steadiest earners on the team, and the only one whose income improves when a teammate is having a bad minute.

That last property is what makes the role unusual. A revive pays whether the person you picked up goes on to do anything useful, because the payment is attached to the act rather than the outcome 【B】. There are very few income lines in any shooter with that shape.

What each team action pays

Every figure in this table is a traced, single-source amount 【B】. The “needs a second person” column is the one that matters for a solo player deciding what to do with an evening.

Team actionAmountNeeds a second person?Grade
ReviveAbout $900Yes — someone must be down【B】
Bandage heal$200Yes【B】
Recon mark$100No【B】
Build completion$1,200–$1,500No, but faster with a second【B】
Hammer hitAbout $15No【B】
Kill assist, Control Zone$800No【B】
Kill assist, Hot Zone$1,600No【B】
Transport to the Hot Zone$500–$1,000 per riderYes【B】
Transport bonus, rider survives+$500Yes【B】
Transport bonus, per rider kill after+$750Yes【B】
Pallet delivered$2,500 against a $400 costNo, but safer with an escort【B】
Pallet used for a FOB+$1,800Yes — a teammate must build【B】

Read the first two rows against the last two. A revive at about $900 【B】 is worth roughly 36 percent of a single pallet delivery 【C】, which sounds like a poor trade until you notice that a revive can be repeated every few minutes in a sustained fight while pallet runs are limited by how often you can leave and return. In a contested match the medic line out-earns the logistics line; in a quiet one it does not.

The arithmetic that decides whether to revive

A revive pays about $900 【B】. The question is what it risks.

If you die while reviving, you lose the gear purchased for that life 【A】 — and if you were carrying a Scoped kit, that is a five-figure loss against a three-figure gain. The trade is not close. Two further multipliers make it worse: dying forfeits the roughly 90 percent gear-value refund that surviving to the end of the match pays 【B】, and it also forfeits any chance at the winning side’s extra 30 percent on match earnings 【B】.

So the honest framing is not “is the revive worth $900 【B】” but “is this revive worth my current kit plus the refund”. Write your own kit cost on a scrap of paper once, and the answer becomes obvious in the moment. The budget planner will produce that number for you.

When not to take the revive

Work through this list before committing to a body in the open:

  1. The body is in the open and you have no cover from at least two angles. A revive under crossfire is a trade of two players for about $900 【B】.
  2. The enemy who downed them is unaccounted for. Unlocated shooters are the ones who collect the second kill.
  3. You are the only one holding a zone tick. Leaving a Control Zone to revive hands the settlement comparison to the other team 【C】.
  4. Your kit costs more than about fifteen revives 【C】. At that ratio a single death erases a very long stretch of medic work.
  5. You have no way to survive the walk out. The revive is paid on completion, but the gear loss happens on death, and the second is larger than the first.
  6. A medic with a medkit is already closer. The Medic track unlocks the medkit and defibrillator 【A】; if a better-equipped medic is near, your revive is worth less than their position.
  7. The match is about to settle. A revived player cannot change a score that is already resolved, and the cash does not outlive the match’s end state.

There is one counter-case worth stating, because it looks like a mistake and is not: reviving a teammate inside the Hot Zone 【A】. The circle doubles cash 【A】, so the same revive pays about $1,800 there 【C】, and returning a body to the circle is worth double for the scoring count too 【A】.

The heal line, and why it is undervalued

A bandage heal pays $200 【B】, roughly a fifth of a revive. The line looks marginal until its cost is compared: healing does not require the patient to be incapacitated, it can be done from behind cover, and it delivers the same $200 regardless of how exposed the fight is.

Two heals are worth more than one mark and can be done without line of sight on an enemy 【B】. For a player learning the medic role, the heal line is the safest place to start: low exposure, a fixed rate, and it feeds the same XP track 【A】 that unlocks the medkit and defibrillator.

Level the Medic track without spending a life

The Medic track is fed by revives and heals 【A】, which are the two actions a player can practise at low risk once they understand the safety list above. Two habits keep the track moving:

  • Heal before reviving. A wounded teammate standing behind cover is a $200 【B】 action with a fraction of the exposure. Doing the heals first keeps your income moving while you wait for the fight to resolve and the revival position to become safe.
  • Use the practice range to learn the gear. The free range makes every weapon, attachment and vehicle available with no risk 【B】, which is where a new medic can learn the loadout before spending cash on it in a live match.

Where the medic fits in a squad

The squad play page treats the medic as one of four jobs, and the reason is mechanical: at about $900 a revive 【B】, a medic who dies protecting a body has cost the squad more than the revive paid, and dead medics make every subsequent push more expensive. The correct posture is to stay one beat behind the front, heal what you can see, and revive only what is safe.

For how the medic line compares per hour against every other income route, the money per hour page puts the revive band alongside the transport and build lines with its cadence assumptions printed, and the make money fast guide covers the underlying payout structure.