XEU Medikit.png

The Medikit is an item in XCOM: Enemy Unknown.

In-Game Description[]

Our field-deployable Medikit can temporarily treat a soldier's wounds through the use of nanosutures and high-potency stimulants.

– Engineering description, XCOM: Enemy Unknown

Production Specifications[]

Prerequisites: None

Production Time: Immediate

Production Cost:

Tactical Info[]

Uses per mission: 1

  • Can heal a wounded soldier within 1.5 tiles, restoring 4 HP and curing any poison status.
    • After completing the Improved Medikit Foundry Project, this improves to 6 HP.
    • It is sometimes possible to heal soldier that is standing 2 tiles from soldier carrying Medikit.
  • Can Stabilize a critically wounded ally, preventing them from bleeding out.
  • Holding a Medikit confers immunity to poison.

The Support Class can select a number of perks that further improve the Medikit's usefulness:

  • Field Medic: Allows Medikits to be used 3 times per battle instead of once; signified by the soldier's inventory displaying three Medikits instead of one.
  • Revive: Allows Medikits to revive critically wounded soldiers at 33% of max health, instead of just stabilizing them.
  • Deep Pockets in XCOM: Enemy Within: adds one additional use.
  • Savior: Medikits restore 4 more health per use.

Healing by the numbers:

  • Basic: 4 HP
  • Improved Medikit upgrade: 6 HP
  • Basic with Savior perk: 8 HP
  • Upgrade with Savior perk: 10 HP
  • Upgrade with Savior perk on a unit with Defender's Medal bonus heal ability: 12 HP
  • In XCOM: Enemy Within it is possible for one Support unit to heal up to 48 HP (not including Arc Throwers with S.H.I.V. Repair).

(For reference: Soldiers with top tier armor have about 15-20 HP at the end of the game. Best Assault, at least Major rank, accomplished by Second Wave modifications, can have a max of 30 HP)


  • The Medkit's ability to make the holder immune to poison and cure poison can be very useful on Council Missions as they often involve Thin Men. However, on higher difficulties, getting poisoned can be preferable to getting shot at, as the latter may kill a soldier with one shot early on in the game.
  • The number of Medikits a squad needs varies greatly based on the difficulty setting and the player's preferred tactics. With Ironman mode or the Damage Roulette Second Wave option active, players may want to carry around 6 Medikits and use them even on minor injuries.
  • Medikits are NOT "panic buttons" to use during active combat. Sending a medic to the injured soldier exposes the medic, who cannot Hunker Down or Overwatch. Retreating to the medic may also cluster troops. Often the best option is to move the injured soldier(s) to safety and heal them after the immediate fire fight has ended.
  • Medikits do not reduce recovery times. Because recovery times are seed-based, using a Medikit can randomly increase or decrease recovery time if the player reload, just like any other change in tactics.
  • A stabilized unit can be healed by the Medikit's standard amount. This has the benefit of allowing them to survive blast damage that would otherwise kill them, such as a Sectopod's or Cyberdisc's death explosion.