In Squad or Hell Let Loose the medic is the role you play for the team. In WARDOGS it is also the role you play for your wallet, because reviving pays more than the tool that does it costs, and every revive is Medic XP.
This guide is the Medic ladder as it stood in Closed Beta 02, from our progression data, with the prices you pay at the vendor once each tile is open, and what each tool did in the hands of the medics who played it. For how the six tracks fit together, start with how to level up in WARDOGS.
Medic levels when you heal, revive or shoot an SMG
Two things pay Medic XP: medical actions and submachine gun kills. Healing a teammate pays. Reviving pays more. Kills with any SMG pay, and there is a third stream worth knowing: kills by a player you revived pay you Medic assist XP for the rest of their life.
The role has a gateless starting gun, the AMP-9 at 900 dollars, so a medic can fight from the first match. Bandages cost 200 dollars and need no level, and the counter-intuitive rule from the beta holds: bandage others, not yourself. Buddy aid pays XP and cash. Self-aid costs you the bandage.
The revive loop: level 2 is the whole early game
Medic 2 unlocks the Field Resuscitator for 10,000 dollars. After that it costs 500 dollars each, and a revive paid 1,000 dollars in the beta. Two per life is the right number: you will use them, and each one used is XP plus a small profit.

Every player also gets a free emergency resuscitator each life, and a medic who finds one on your body revives you in seconds rather than thirty. Carry it. It is the one item in the game that pays whoever picks it up.
The smoke arrives at Medic 5: white M18 for a 7,500 dollar unlock and 100 dollars a grenade. It is the cheapest cover in the game and it is what turns an exposed body into a revive. Do not confuse it with the supply request grenade, which looks the same in the vendor and does nothing for you in a fight.
Levels 9 to 14: the kit that keeps a squad in the zone
| Level | Unlock | Unlock cost | Price | Note |
|---|---|---|---|---|
| 4 | PP-19 Vityaz | $25,000 | see catalogue | first Medic SMG |
| 5 | M18 smoke, white | $7,500 | $100 | cover for revives |
| 9 | Individual First Aid Kit | $25,000 | $800 | full heals, keep for yourself |
| 11 | Defibrillator | $50,000 | $1,600 | instant revive, needs a battery |
| 14 | Stim Pen | $25,000 | $250 | unlimited combat sprint, drops your weight class |
| 15 | MP5 | $75,000 | see catalogue | the SMG to run until 50 |
The Defibrillator at 11 is the reason to push. It revives instantly under fire, which a resuscitator cannot, and the day-one plan, Support to 5 for the RPG then Medic to 11 for the defib, is the one most beta squads ended up running whether they planned it or not.
The First Aid Kit is the one tool to spend on yourself. Once the Medical Bag arrives at 24 it becomes the only self-heal that does not drain your squad's supply.
Level 24: the Medical Bag changes how you hold ground
The Medical Bag unlocks at Medic 24 for 75,000 dollars and costs 2,000 dollars a spawn. Drop it behind hard cover and it heals everyone around it and speeds up revives. The catch is that it holds a finite pool and healing yourself from it drains a large share, which is why the First Aid Kit stays in your bag.

The MP5 at 15 gets its 30-round magazine at 25 for 25,000 dollars. The Super-45 at 35 costs a 150,000 dollar unlock and arrives with a 13-round magazine; the 40-round drum is a further 50,000 dollars at Medic 50. The MP5 is the better gun until you have both, and the numbers say so.
After 50 there is nothing left to unlock
Medic 50 is the last unlock on the track. The level keeps climbing, and community guides quote a cap of 100, but Bulkhead has not published one, and nothing above 50 opens a tile. Past that point your Medic XP is buying Wardog levels and nothing else, which is a fine reason to keep reviving and a poor reason to grind.
What to do with the money is the other half. Medic is the role that funds the expensive tracks, and the cash economy explainer covers why a balance that persists between matches makes that matter. The builds medics are actually running are on the medic loadout page.



