

- "In addition to their deadly SAS training, a Medic employs a number of fast and efficient means of human tissue repair."
- ―Official description
The Medic class is the healer class available in SAS: Zombie Assault 4. The starting weapons are the Z-2 LMP (primary) & HVM 001 (sidearm.) The Medic starts with 1,800 health, which will increase by 100 with every level-up, and has the ability to drop medkits that can be picked up by themselves or other SAS members, which heal large amount of health when used. Number increases with more points invested into the "Medkit" skill. At level 20 the medic unlocks the "Zombie Antidote" skill.
Medic can be played in offensive and defensive way.
Defensive Medic (classic) has unique skills which give him the potential to gain the ability to quickly revive other allies, drop medkits every 5 seconds, drop 3 on falling down and have a protective aura to support and increase the team's defenses against thermal and chemical damage as well as reduce monster immunities. A Medic is also virtually vital in Nightmare Mode. Later on, investing skill points into Medkits and the Zombie Antidote, the Medic's level 20 skill, will help the Medic better support the whole team (including themselves,) though the antidote bomb loses some effectiveness at later stages of the game.
Offensive Medic build does not support other players (though one point in "Final Farewell" won't go wrong). Instead, primary focus is on "Fast Movement" and "Medkits skill" combined with an item EC regeneration. This allows to drop a Medkit for own use every 5 seconds, healing 1000+ HP, which is much faster than other methods (provided player is quick enough to walk over them up), without using any Weapon Upgrades, any HP-related or HP-generating items. Weapons are upgraded fully into damage, with Speed prioritized over Armor (still, grabbing good Faction War armor is advised, but never chose items that slow you down). Crowd control and keeping eye on HP need to be learnt. Later on, adding at least one point into "Biocleanse Bomb" can significantly slow down and drop enemy resistances, including bosses. With this build ranking high in Online Events, doing Nightmare (even alone) and Faction War is a piece of cake, as its predictable and sustainable.

Skills:[]
- Main article: SAS: Zombie Assault 4 Skills#Medic
- Medkit: Drops a field medkit for any SAS to pick up. Unlike normal medkits, field medkits disappear when an injured player steps on it, so be sure to reserve them for severely injured teammates. Also, field medkits heal a definite amount of health which increases for each level, unlike normal medkits which heal a percentage of your health. If you often play support role, it's recommended to give this skill enough skill points to increase the amount of heath for its medkit. Since this skill takes 45 energy points (will fast cooldown), it's necessary to have higher energy capacity (via Energy Boost skill and/or Energised armor augment) and/or faster energy refill (via Energy Regen skill and/or Revitalising armor augment).
- Protective Aura: Increases thermal and chemical value of armor for players and nearby allies. This skill works well in both singleplayer & multiplayer. Since this skill is passive & the effective radius is limited (the latter can be increased after each level-up), it's recommended to give this skill some considerable skill points to increase the amount of armor boost that it can give. It's still nevertheless useful when you often play support role.
- Revive: Boosts revive time and health of nearby fallen teammates. The time the medic spends on standing on the teammates is proportional to the speed and revived health boost. This skill works even when your character dies near another reviving players. The effect of this skill can also be stacked with that of another nearby medic. Overall, if you play support role a lot, it's recommended to give this skill enough skill points so you can aid nearby fallen teammates, thus avoiding your team getting overwhelmed too long.
- Biocleanse Bomb: Slows zombies and lowers their resistance by 50% in an area. The Biocleanse bomb takes the appearance of a small green smoke grenade. This skill works really well if you are chased by a large swarm of zombies. It can even slow down bosses, which is really useful if you face bosses with speed buff or enraged Devastators (which resists all type of damage & has speed boost). You can also utilize this when you play Nightmare mode. It should be noted that this skill, while taking the least amount of energy & having only 5-sec cool down, can be effective for 3 seconds by default. Giving this skill enough points will increase the effective radius as well as duration of it.
- Bad Blood: Every time a Melee attacker hits you they take damage. This skill is purely passive as zombies can only take damage if they attack you via melee. It's still useful especially when you are cornered while reloading or getting overwhelmed. Obviously, you shouldn't depend on this skill so much as level-up can only increase damage that inflicts on melee attackers. It's recommended to use only some skill points for it while saving most for those such as Toughness, Health Regen, Body Armour Expert and/or other Medic's skills like Medkit & Protective Aura to prioritize your own chance of survival.
- Final Farewell: Instant and automatic heal and medkit drop upon Medic's death. This skill will allow the Medic to remain a helpful asset even upon death, dropping 3 medkits (more at higher levels) and healing players close. This skill is crucial for modes such as Multiplayer Campaign, Apocalypse and even Nightmare. Upgrading this skill enough can increase healing radius & the amount of health that you can heal other & the amount of medkits you can drop once you go down.
- Zombie Antidote: Huge gas explosion of virus antidote does large damage to zombies in a radius. (Locked until Level 20). The Zombie Antidote bombs have similar appearance to Biocleanse Bombs albeit with pink color & pink smoke. Simply said, it works somewhat similar to Biocleanse Bomb but inflicts chemical damage in longer duration instead of slowing down & reduce resistance of zombies in shorter duration. It's recommended to give this skill enough points to increase the effective radius & the amount of chemical damage it can inflict on hostiles in range.
Trivia[]
- The Medic appears to be wearing R7 Guardian Pants.
- The Medic appears to be wearing Titan IRN HUD
- The boots the Medic is wearing looks like the HVM Combat Boots.
- The Medic is shown wielding a CM Gigavolt.