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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.
  • 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.

off_str

  • 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 frommines 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

  • 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 0.28s, approximately four times per second.
  • Each Medkit pulses 25 times before it disappears.
Level
Level
Healing Per Pulse
Hitpoint
Healing Per Second
Hitpoint
Total Heal
Hitpoint
Research Cost
Gold
Armory
Menu icon research
Research Time
Stopwatch
XP Gain
Icon info xp
1 7 23.3 175 N/A N/A N/A N/A
2 8 26.6 200 12,100 1 3h 17
3 9 30 225 23,800 2 4h 20
4 10 33.3 250 50,000 3 7h 26
5 11 36.6 275 99,000 4 9h 33
6 12 40 300 168,000 5 14h 38
7 13 43.3 325 284,000 6 19h 45
8 14 46.6 350 450,000 7 1d 1h 52
9 15 50 375 650,000 8 1d 4h 56
10 16 53.3 400 760,000 9 1d 4h 56
11 17 56.6 425 850,000 10 1d 8h 59
12 19 63.3 475 1,160,000 11 1d 13h 66
13 21 70 525 1,590,000 12 1d 20h 71
14 23 76.6 575 1,800,000 13 1d 20h 71
15 25 83.3 625 2,160,000 14 2d 6h 80
16 27 90 675 2,970,000 15 2d 12h 83
17 29 96.6 725 3,400,000 16 2d 12h 83
18 31 103.3 775 3,800,000 17 2d 19h 88
19 34 113.3 850 4,500,000 18 2d 22h 90
20 37 123.3 925 5,300,000 19 3d 1h 92
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

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