Medic

Medic is a unit unlocked at player level 12

Data
 Description : Supports ally units in battle with its wand. Follows the unit closest to it. Does not attack enemy units

Medic follows and heals wounded allies. This unit hovers and slightly moves away on the ground, not so high that units and artilleries cannot attack it. The Medic can cure all debuffs but other rods such as the philosopher's rod disables this ability.

Medic normally cannot attack enemies. They usually stay behind other units to avoid getting engaged in battles. However, if there are no other units present on the battlefield, they will use their staff as a melee weapon, however they are significantly weaker in combat than a standard warrior. The Medic heals by swinging their staff to create a green orb of energy, which flies to the targeted unit and on impact will apply the heal effect to it and any other units in the attack radius, which for a base medic is 0.5 tiles.

Medic can not heal itself, other medics or flying units (which include Sky Gunner or a unit launched off the ground by a Spring Trap)

Mid-late game, this unit becomes an essential part of most attack decks, as any tank unit backed up by a healer is difficult, if not entirely impossible, to defeat. This means careful placement of the units in battle is essential for ensuring the healer avoids traps and enemy units/artilleries.

Weapons
Heal Rod: sacrifices some speed but the unit gains minimally more hitpoints and heal.

Speed Rod: heal is halved and cannot heal effects, but units healed gain the Speed buff, making them at least 50% more damaging and 20% more attack speed.

Philosophers Rod: heal is largely increased, but cannot heal effects. At high levels it can heal in a larger radius.

Wing Rod: units healed can climb walls and move faster, but the heal cannot heal effects. It also costs slightly more.

Area Rod: heal is halved, but the heal radius is hugely increased, and the range is also largely increased. The heal effect doesn’t last as long though, and the unit costs significantly more. At higher levels it is immune to poison.

Shield Rod: all heal is removed, but units or artilleries hit by it gain the Shield buff, which will negate damage one time, making your units frustratingly hard to kill when the effect is reapplied every two seconds. Using clan reinforcements to combine it with a regular healer can make targeted units virtually unkillable. At higher levels the unit cannot be paralysed.