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Medkit

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Medkit
"Heal your troops on the battlefield with the Medkit."

Summary

  • The Medkit is the 3rd weaponry unlocked for the Gunboat. It is unlocked at Headquarters level 4.
  • When it lands, the Medkit forms a yellow ring that heals troops inside.
    • Medkits cannot heal troops over their original health. Once the troop has been fully healed, it will not be affected by the Medkit.
  • Inside the yellow ring, small red crosses appear floating in the air, indicating that troops are being healed.
  • The Medkit is able to stack with other Medkits as well as healing from the Medic.
  • The amount that the Medkit heals is applied to each individual troop within the Medkit's area of effect. The heal is not split between troops.

Offensive Strategy

  • If your troops are low in health and they are reasonably close together, deploy a Medkit where they are standing if they are attacking a building. If they are moving towards a building, deploy it slightly ahead of them to compensate for the travel time the Medkit takes when fired and the movement of the troops.
  • If you use groups of Heavies as "meat shields" while your other troops do the damage, stack two Medkits on your Heavies to increase their lifetime as meat shields. It should be noted that this won't help much against turrets with single-shot defenses like Cannons, Boom Cannons and Doom Cannons which might kill a Heavy in one shot before the Medkit can do anything. Therefore, it is best to do this against splash defenses such as Machine Guns, Flamethrowers, and Mortars.
  • It is a good idea to put one or two Medkits on your Warriors as they attack the Headquarters to shield them from splash damage defenses and to heal up any damage they may have incurred from mines on the way to the Headquarters.
    • You can also place a Medkit on the Warriors as they wait for the Smoke Screen to fade off so that they will be ready to withstand damage when they are revealed.

Upgrade Differences

  • There are no visual differences between upgrades. However, the healing per pulse increases at each level (the number of pulses and the duration of the effect always stay the same).

Trivia

  • Medkits disappear after 7.5 seconds.
  • The Medkit pulses once every 0.28 seconds, approximately four times per second.
  • Each Medkit pulses 25 times before it disappears.

Statistics

Effect Radius
3.5 tiles
Level
Level
Healing Per Pulse
Hitpoint
Healing Per Second
Hitpoint
Total Heal
Hitpoint
Research Cost
Gold
Armory
Menu icon research
Research Time
Stopwatch
Instant
Diamond
XP Gain
Icon info xp
1 7 23.3 175 N/A N/A N/A N/A N/A
2 8 26.6 200 12,100 1 3h 73 17
3 9 30 225 23,800 2 4h 99 20
4 10 33.3 250 50,000 3 7h 156 26
5 11 36.6 275 99,000 4 9h 211 33
6 12 40 300 168,000 5 14h 293 38
7 13 43.3 325 284,000 6 19h 386 45
8 14 46.6 350 450,000 7 1d 1h 495 52
9 15 50 375 650,000 8 1d 4h 584 56
10 16 53.3 400 760,000 9 1d 4h 616 56
11 17 56.6 425 850,000 10 1d 8h 674 59
12 19 63.3 475 1,160,000 11 1d 13h 799 66
13 21 70 525 1,590,000 12 1d 20h 959 71
14 23 76.6 575 1,800,000 13 1d 20h 1,009 71
15 25 83.3 625 2,160,000 14 2d 6h 1,162 80
16 27 90 675 2,970,000 15 2d 12h 1,376 83
17 29 96.6 725 3,400,000 16 2d 12h 1,463 83
18 31 103.3 775 3,800,000 17 2d 19h 1,590 88
19 34 113.3 850 4,500,000 18 2d 22h 1,743 90
20 37 123.3 925 5,300,000 19 3d 1h 1,906 92
21 40 133.3 1,000 6,100,000 20 3d 4h 2,067 94
22 43 143.3 1,075 6,600,000 21 3d 6h 2,165 96
Number of Shots Energy Cost
Ammo
Cumulative Energy Cost
Ammo
1 6 6
2 9 15
3 12 27
4 15 42
5 18 60
6 21 81
7 24 105
8 27 132
Offense
Troops Rifleman • Heavy • ZookaWarrior • Tank • MedicGrenadierScorcher • Cryoneer
Gunboat Weaponry Artillery • Flare • Medkit • Shock Bomb • Barrage • Smoke ScreenCritters
Heroes Sgt. Brick • Cpt. Everspark
Hero Abilities Cluster Grenade • Iron Will • Battle Orders • Critter Swarm • Explosive Charges • Universal Remote

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