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Wandering Medic
Medic branches | |||
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Medic | Multi-target | Therapist | Wandering |
Incantation | Chain | – | – |
“ | Restores the HP of allied units and recovers Elemental Injury by 50% of ATK (can recover Elemental Injury of unhurt allied units). | ” |
—Trait description |
Wandering Medic is a branch of the Medic class in Arknights.
Wandering Medics are unique (and valuable) in which they are capable of removing Elemental Injuries from friendlies for half of their ATK; if the friendly with Elemental Injury is at full HP, the Wandering Medic will still heal them to remove the Elemental Injury. They have a healing range of 3×4 with 1×3 extensions to the sides ahead of them from Elite 1, but have low ATK and DP cost – the lowest of all Medics, the former of which giving Wandering Medics a low HP restoration output.
Operator Modules[edit]
Module | Information |
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![]() WDM-X
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Trait improved: Restores the HP of allied units and recovers Elemental Injury by 60% of ATK (can recover Elemental Injury of unhurt allied units) |
Strategies[edit]
- Most event and Main Theme operations from Under Tides onwards often feature enemies that are capable of inflicting Elemental Injuries, thus it is highly recommended that the player builds at least one Wandering Medic to lessen the danger faced by Operators from them.
- Due to their low ATK, Wandering Medics oftentimes cannot substitute as a proper healing Medic, and should be supported by other Medics instead of being used as the sole Medic.
- Because Soloblade Guards, Reaper Guards, Juggernaut Defenders and summons cannot receive active healing, most Wandering Medics cannot remove Elemental Injury for them.