dyeung87's Guide to Doctor Medico (The Doctor Is In!)

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dyeung87's Guide to Doctor Medico (The Doctor Is In!)

In Sentinels of the Multiverse, you can play all sorts of different heroes with all sorts of different abilities in their decks. There are heroes who deal damage to the villain with their effective equipment, there are heroes who inspire others to do more damage to the villain, and there are heroes who can make sure the villain doesn’t play their best cards. But, there was never a hero deck that was dedicated to healing and keeping the rest of the team alive. Yes, The Argent Adept has some healing abilities, but that’s merely a small part of what he should be doing. Tempest has Cleansing Downpour which, while very effective in keeping the team alive, is also not really what he does best.

Well, all that’s going to change. Nick Hernandez, aka Doctor Medico, joins the heroic lineup as the only hero dedicating to the healing arts. He gave you a small taste of what he’s capable of as part of The Sentinels team, but now that he’s a Void Guard bolstered by an Oblivaeon shard, Doctor Medico is ready to do whatever it takes to make sure the rest of his team is healthy, even if he has to burn himself to do it!

The Deck (“Just What the Doctor Ordered!”)

Doctor Medico’s deck consists of the following:

7 Ongoings (19 total)

(3x) Experimental Medicine

(2x) From the Brink

(3x) Healing Pulse

(3x) Prescription Strength

(3x) Regeneration

(3x) Second Opinion

(2x) Universal Donor

Comprising of almost half of his deck, Doctor Medico’s Ongoing cards can augment his healing abilities, provide him with reactionary and end of turn healing, put a contingency plan in place, or even turning his healing abilities into out of turn powers for the rest of the team.

8 One-Shots (21 total)

(3x) Doctor’s Orders

(4x) Flare Up

(2x) Immunization

(3x) Intensive Care

(2x) Lifeforce of Will

(3x) Positive Prognosis

(2x) Preventative Care

(2x) Triage

The other half of Doctor Medico’s deck are One-Shots that for the most part provide healing or damage prevention at the cost of the Doctor’s own HP. Two of them can even give out of turn powers to other Heroes. Combined with his Ongoings, Doctor Medico has more than enough tools at his disposal to make sure the team is winning the damage race against the Villain.

Overall Strategy (“Good Practice is, Um, Good Practice, I Guess…”)

On the surface, Doctor Medico appears to be a Hero that focuses exclusively on healing or keeping the damage off other Heroes. While you can certainly play him this way, his true potential comes to light when you can start handing out extra powers like it’s going out of style with his Ongoing cards. His base power, Clinical Consult, might appear to be redundant when compared to the power on Universal Donor, but the true strength of his base power is when it’s combined with Second Opinion to instead hand out a power the next time that Hero would be healed for any amount.

Doctor Medico’s ideal setup involves three key cards: Second Opinion, Experimental Medicine, and Healing Pulse. With these three cards in play, Doctor Medico can use the power of Healing Pulse to grant the rest of the team a power. And that’s without getting into how the rest of his cards interact with this setup.

Unfortunately, Doctor Medico doesn’t have a way of searching out the Ongoings he wants, and it’s not like the Villain is just going to sit idly by and wait for him to set this up. Good thing Doctor Medico has plenty of ways to stall for time until he can get his tools into play!

Getting Started (“An Apple a Day Keeps Me Away!”)

Because half of his deck are Ongoing cards, you likely started with one or two in hand. With seven possible Ongoings to choose from for the first play, these are your options:

Experimental Medicine: Increasing all healing done by Doctor Medico by one is very good, and it is essential to his eventual setup. Unfortunately, it’s at the cost of 2 damage to the good doctor at the start of his turns. Because of this, it’s probably better to get another one of his Ongoings into play that can be bolstered by Experimental Medicine next turn. On the other hand, if Experimental Medicine is the only Ongoing in your hand, it means the rest of your hand is composed of One-Shots that can also be bolstered by it. And in the case of Flare Up, it gives Doctor Medico a sneaky way to dispatch a minion who is otherwise safe behind DR. Use your best judgment to determine whether to lead with this card or one of his other options.

From the Brink: This is your emergency button. Likely not your first play, unless you’re in a game against Iron Legacy or Progeny, and The Sentinels team is one of your other Heroes. Once you’ve reached your ideal setup however, keep this card in your back pocket; it could be useful for one last bit of shenanigans during the Villain turn.

Healing Pulse: This is a solid first play for Doctor Medico. At the cost of 2HP, everyone else gets healed for 2HP. In a 3-player game, you’re trading 2 hit points for 4, and in a 5-player game, you’re trading 2 for 8 (not factoring in The Sentinels). And as if that weren’t enough, three targets regain 1HP at the end of his turn, a la Hippocratic Oath. One of those targets is usually the Doctor himself, so he can keep trading his health for greater gains for the rest of the Heroes.

Prescription Strength: This card is a decent first play if there aren’t any other desirable Ongoings in your hand you’d want to play first. Give back 3HP to a hero and boost their damage by 1 for the turn. Useful if you know there’s a hero who likes to do a lot of instances of damage in one turn, but this card is best when paired with Second Opinion so you can hand out a power at the start of their turn or another Hero's turn.

Regeneration: Probably the most powerful personal healing card in the game. Over the course of a round, this card can give Doctor Medico 10HP in a 3-player game, and up to 22HP in a 5-player Villains game. And after all that healing, it gives you two cards and an extra power. Again, not a good first play, unless something really went wrong for Doctor Medico on the first Villain turn, but late game with your setup in play, this card can be a game changer.

Second Opinion: The linchpin of Doctor Medico’s setup. If you thought Captain Cosmic could hand out a ton of extra powers, you haven’t seen anything yet! You could play this on the first turn and activate Clinical Consult; whoever you choose can use a power instead of gaining hit points the next time they would do so. But, you’ll probably want either Healing Pulse or Universal Donor out before this card. Be wary that a Hero needs to be able to recover 3HP in the first place to trigger Second Opinion, so if the Villain didn't do much damage on the first turn, you may want to hold off on this card.

Universal Donor: Speaking of which, Universal Donor is one of the few cards in Doctor Medico’s deck that can heal himself, but the real reason why you’re playing this card is to give out HP every time the Doctor burns himself with his effects or when he gets hit for any other reason. This card is also a solid first play, since it helps you keep your team ahead in the damage race.

In the event that you didn’t draw an Ongoing you’d want to play right away, fear not! Doctor Medico’s One-Shots are potent on their own:

Doctor’s Orders: The Doctor hits himself for 1 to heal someone else for 2. That’s a positive trade. And, that Hero uses a power. Need that little bit of extra damage to put something out of commission? Use this card to let a Hero deal that damage!

Flare Up: Of course, if you need damage, why not just do it yourself? 3 energy damage to a target and 1HP of healing for Doctor Medico and another Hero target.

Immunization: Make the other Heroes immune to damage for one round at the cost of 1 energy damage. This could be a good first play if you’re facing a Villain who starts off swinging right out of the gate, but otherwise hold onto this card and use it when the Villain brings out their worst cards to keep pressure off of your team. This card also works wonders with Hero targets that can redirect damage done to other Hero targets to themselves; Legacy, Stealth Bot, Mainstay’s Human Shield, Setback’s Wrong Time and Place, etc. Targeting any of those with Immunization effectively makes all Hero targets immune to damage for one round.

Intensive Care: A 2HP for 2HP trade and reduce the next damage dealt to a Hero target by 2. Plus, you get to draw 2 cards. Use this to hunt for Doctor Medico’s Ongoings, particularly the pieces of your setup if you don’t have them.

Lifeforce of Will: At the cost of 2HP, everyone else either gains 2HP or uses a power. Few heroes can let the whole team use a power on their turn, but Doctor Medico can do it with a One-Shot. Likely more effective towards the end of the game depending on what Heroes you have on the team since they’ll have their more potent abilities on the field, but feel free to play this card if you need the boost in tempo now.

Positive Prognosis: At the cost of 1HP, give everyone a card and heal all of the Heroes for 1HP, including Doctor Medico. Seems like a good trade! Can also be a good second turn play with Second Opinion out, since you can give one of the Clinical Consulted Heroes a power while giving everyone a card and some healing. The extra card can also be helpful for you if you need to hunt for your Ongoings.

Preventative Care: Most of the time, this is an automatic first play since it draws and replaces itself, and it gives someone else immunity to the next damage they take. If you know someone’s going to be taking a lot of damage (the highest, or maybe the lowest), target them with this card and move on to your actual play. If you think that large amount of damage is going to come later, then you can try holding onto this card until the turn before, but it will require some planning and prediction on your part.

Triage: Probably the only card you’re not going to play on the first turn, this is one of your emergency buttons for when a Hero is getting dangerously low on health, including the good Doctor himself. Just be mindful of the 2 energy damage Doctor Medico deals to himself before the restoration goes off if you’re planning on reviving the Doctor from low single-digit HP.

The Preoperative Work (“Be Careful! Don’t Get Hurt Out There, Now!”)

You know what you want in play eventually: Second Opinion, Experimental Medicine, and Healing Pulse. But until that point, your job is to make sure the rest of the team stays alive. Doctor Medico has many ways to do this. Healing Pulse is in and of itself a huge hit point swing in the Heroes favor, Universal Donor gives a way for Doctor Medico to heal himself while giving the team more healing every time Doctor Medico hits himself, Lifeforce of Will trades 2HP for 2HP to the rest of the team or a power usage, etc.

But while you’re healing the team, you also have to understand that for the most part, you’re going to be taking damage. And without a way to heal yourself for any of it, you’re going to burn yourself out fast. Regeneration, Triage, and From the Brink can all do wonders in keeping Doctor Medico alive (yes, Prescription Strength can heal Doctor Medico for 3HP, but unless Experimental Medicine is in play, you really don’t want to increase the amount of damage he deals to himself). Clinical Consult can also be used on Doctor Medico and probably should be used on him if Second Opinion is not in play, unless he’s near full health and there’s another target that could use the healing. Remember: in a way, your HP is more valuable than the other Heroes’ HP because you can trade your HP for greater returns for the rest of the team.

Speaking of which, don’t wait until you’re into the low single digits to use Regeneration, because that’s what Triage is for. That goes double if you’re near the end of the turn order. Keep in mind that you could be taking damage from the Environment and the Villain, and it would be pretty embarrassing to get incapacitated while Regeneration is out. Besides, you can use the extra two cards and power at the start of your turn sooner rather than later. If you can manage it however, save a copy of Regeneration for after you’ve got your full setup, and you’ll be greatly rewarded.

If you have Second Opinion, you can choose to play it to start handing out extra powers. Paired with Clinical Consult, you can effectively choose another Hero to get an extra power the next time they would be healed for anything. Combined with Healing Pulse, and you can hand out that extra power without fail at the end of your turn. Because this card is so important to your strategy, it’s unlikely you’re going to sacrifice it to deal 3 damage to something. If you absolutely need the damage to destroy a critical target and you have another copy in hand, then go ahead and burn it. But most of the time, the extra power uses you can grant will be much better than the 3 damage you will deal by throwing Second Opinion away.

Experimental Medicine (“This is Going to Hurt Me a Lot More Than It’s Going to Hurt You…Probably…”)

2 damage to yourself at the start of each turn or destroy this card? And it’s irreducible, along with all of the other damage you deal to yourself? While that may make you a bit apprehensive to play this card, especially because Doctor Medico’s already dealing himself enough damage without this card in play, this is actually one of the strongest cards in his deck, and essential to his ideal setup.

First off, with Healing Pulse in play, the good Doctor may take 2 damage at the start of his turn, but he heals for 2HP right back at the end of his turn, and the power changes to a 2HP for 3HP to everyone else. With Universal Donor in play, he gets an even trade of 2HP for 2HP to someone else at the start of his turn. And Regeneration heals Doctor Medico for an insane amount in one round, almost certainly putting him to full health, Environment and Villain non-permitting. That caveat that his damage cannot be increased? That’s actually a blessing in disguise; now all of his self-damage won’t be affected by cards and abilities that increase damage dealt by Heroes and to Heroes (I’m looking at you, Legacy…). And because his damage is irreducible while this card is in play, he has a method of dealing with targets that have DR with his Flare Ups.

Of course, that doesn’t mean this card should be played as soon as you get it into your hand. If you don’t have other cards or abilities that can take advantage of the boost in healing, you wouldn’t want to take 2 damage next turn for nothing. For instance, if you feel like you need to use Immunization next turn, it doesn’t make sense to play Experimental Medicine this turn, unless Healing Pulse is already out. Think about the damage vs. the returns; if you’re going to net gain more than 2HP to the team for playing Experimental Medicine from now until the end of the next turn, then playing Experimental Medicine is a good play. In turns to come, you’ll find that plus one to every instance of healing Doctor Medico does on his turn far outweighs the 2HP cost at the start of his turn.

Increasing every instance of healing is cool, but the real reason you’re playing this card becomes very apparent in the endgame.

Post-Operative Care (“Alright, Everybody Fixed Up? Good, Let’s Get ‘Em!”)

So you’ve got Experimental Medicine, Second Opinion, and Healing Pulse in play. Hopefully, you’ve kept the team alive long enough to survive the worst of the Villain deck. Now, you can help the Heroes finish the game in dramatic fashion.

With the power on Healing Pulse, you can trade 2HP to give everyone else 3HP or a power. By this point in the game, the other Heroes should have their best cards out, and therefore their best powers to take advantage of this. If you have Prescription Strength, activate it at the start of the strongest Hero’s turn to let them start off with a power and an increase to their damage for the rest of their turn.

And if you’re fortunate enough to have a copy of Regeneration in hand and a decent amount of HP, throw it out there and cackle like a mad doctor as you’re able to either gain 3HP or pay 2HP to give everyone else a power at the end of every turn! If not, you still have your other Ongoings and One-Shots to bring the game to a close. Doctor’s Orders can give another Hero two powers. Intensive Care can hand out a power and reduce the next damage by 2. From the Brink can be used to give everyone a power when a Hero would be reduced to 0HP, which Doctor Medico can use to give everyone else an additional power!

His ideal setup may only consist of three cards, but with no ways to search for them and only a few ways of drawing extra cards, it’s conceivable that you could be missing a component by the end of the game.

If you’re missing Experimental Medicine: As stated earlier, you can still use your base power to hand out extra powers instead of extra healing at the end of your turns. Unfortunately, without Experimental Medicine, you’re still in the mid-game role of making sure everyone stays alive. Make use of the draw cards you have left (Intensive Care, Positive Prognosis, and Regeneration) to hunt for Experimental Medicine while keeping everyone healthy.

If you’re missing Healing Pulse: You can still use your base power to hand out powers, but you’ll need to trigger it with one of your card plays. If Universal Donor is out, you can trigger that extra power the next time Doctor Medico is hit, likely on the Environment or the Villain turn. And speaking of Universal Donor, you can use its power to give anyone else a power.

If you’re missing Second Opinion: then you’re not handing out any extra powers, at least not easily. But what you can still do is heal a lot. Keep trading your health with Healing Pulse to bolster the other Heroes and use Regeneration, From the Brink, or Triage when your own health gets low. Any distance you can put between the rest of your team and incapacitation will be invaluable.

Weaknesses (“Is There a Doctor in the House? Oh Wait, That’s Me…”)

Doctor Medico’s specialty is healing the other Heroes. Most of the Villains win by reducing the Heroes’ collective HP to zero, and Doctor Medico makes that difficult for them to do by increasing the amount of HP the Villain has to chew through. But what about Villains who can win in other ways?

Deadline has a different sort of timer, that of removing the Environment deck. Doctor Medico has nothing in his deck that can destroy Ongoing or Environment cards, so he’ll need help in destroying Deadline’s Catastrophes.

Kaarga Warfang can also be a bit of a challenge for Doctor Medico. Don’t expect the good Doctor to gain any favor with the Bloodsworn Colosseum, except perhaps by gaining Reckless or The Unbreakable (yes, he can also get The Seeker and The Mindbreaker…but you don’t want that). Just stick to your game plan and keep the Heroes healthy while handing out extra powers.

Cards that can shut down his healing will make it difficult to stay relevant. Unhallowed Halls from The Court of Blood can be a pain since Doctor Medico can’t get rid of it on his own. Oppressive Smog from Time Cataclysm is annoying for a turn. Watch out for The Operative in Team Mode; not only does she have The Idolator in her deck, but her incapped ability reduces all HP recovery to 1. Keep a spare Flare Up with Experimental Medicine to kill The Idolator, and leave The Operative for last if you can manage it.

Doctor Medico can be a great asset against Miss Information to keep the team alive while they search for clues, but be mindful of how many Ongoings you’re playing; an impromptu Isolated Hero placed on Doctor Medico will quickly shut him down.

On a meta-level, Doctor Medico doesn’t scale well in 3-player games. Because his damage to himself is fixed, fewer Heroes to heal means fewer returns on your powers and cards. And that’s without getting into the decrease in average damage output for the team and capability to deal with Environments and Villain Ongoings.

And as always, Villains who like to destroy Hero Ongoings will prevent the Doctor from working his magic. Play smart with your potent One-Shots to heal the team, and Prescription Strength, since it activates when it’s destroyed.

Team-Ups (“Ah, My Most Favorite Colleagues!”)

The most obvious team-up for the good Doctor is The Scholar. With the amount of healing Doctor Medico can pour on him, The Scholar can focus on getting all copies of Mortal Form to Energy in play. With two or three copies in play, if Doctor Medico has Universal Donor, the next time The Scholar regains HP, he can use the last instance of damage to hit Doctor Medico. That triggers Universal Donor, letting The Scholar heal again and deal more damage, effectively trading Doctor Medico’s health to destroy small targets. Alchemical Redirection can then be used to give Doctor Medico a breather while he heals himself.

The Argent Adept is also a very good partner for Doctor Medico; his Vernal Sonatas and Rhapsody of Vigor can heal the Doctor while the extra powers that Argent can grant can be used to let Doctor Medico in his ideal setup give everyone else a power…which can then be used to give Doctor Medico a power…which can then be used to...you get the point. Extra plays and draws granted by Argent Adept as well as a way to recycle Regeneration are all welcome.

Speaking of out of turn powers, you know who loves out of turn powers? Well, everybody, yes, but none more than Stuntman. Preventative Care can make it more likely to trigger Moving Target. Prescription Strength and Second Opinion do wonders for the attention-seeker while he has Pistolet-Mitralleur and/or Steal the Scene. And if Doctor Medico is before Stuntman in the turn order, Stuntman can use out of turn powers or plays to play In Media Res during the Environment turn to keep Regeneration out longer, with extra fun added if Doctor Medico has his ideal setup!

Doctor Medico from The Sentinels and Void Guard Doctor Medico together make for a formidable combination indeed, or at least an unkillable one. For starters, more Hero targets means increased dividends with Healing Pulse and other One-Shots that heal all targets. With the ideal setup, The Sentinels Doctor Medico can use M.D. on Void Guard Doctor Medico, who can then let the entire Sentinels team use a power. And with Hippocratic Oath and Second Opinion out, a good portion of The Sentinels’ deck can allow any Hero to use a power. Mainstay’s Human Shield can tank damage done to Void Guard Doctor Medico, who in turn can make sure he stays alive.

The Naturalist can tank damage away from Doctor Medico, and in return, Second Opinion upgrades Natural-Born Vigor into a card that grants an extra power during the power phase, and at the start of his turn (and because he didn’t gain 4HP this way, Natural-Born Vigor stays in play)!

The rest of the Void Guard either has low HP (Writhe, The Idealist), no defense (The Idealist), or has a lot of effects that deal damage to themselves (Mainstay). The good Doctor can keep them all alive for that much longer as they get set up to deal massive amounts of damage.

Doctor Medico – Malpractice (“Do Unto Others…Before They Do Unto Me!”)

In addition to increased max health, Red Right Hand gives you another option; the ability to deal copious amounts of damage. It is important to understand that while this power is active, no one is healing, and your One-Shots and powers are likely still doing damage to you. Because the power lasts until the end of your next turn, you’ll have to endure two Environment and Villain turns and one of your own turns before you’ll be able to heal normally again. This means that if used unwisely, you could go from healthy to near-death and be unable to do anything about it until two turns later (unless you have Triage).

In exchange, in one turn with Doctor Medico’s ideal setup and Red Right Hand active, Healing Pulse can trade 2HP to deal 3 irreducible damage times the number of Hero Character cards minus one, and deal three instances of 2 irreducible damage, all to the Villain if needed, and that’s not taking the play phase into account. Regeneration becomes 3 irreducible damage to a target at the end of every turn. From the Brink turns into a swan song where you deal 3 irreducible damage times the number of Hero targets.

Keep in mind that if Second Opinion is in play and Red Right Hand is active, you will have your choice of whether to deal damage or hand out an extra power, so you still have that option open to you. And with Red Right Hand off, you can still play Doctor Medico as normal. The only difference is that you don’t have Clinical Consult to trigger Second Opinion. Switch back and forth between healing and dealing damage, and remember that you don’t have to use a power if you don’t want to activate Red Right Hand in the early game.

And that concludes the guide to Void Guard Doctor Medico. Four out of five Heroes agree that a healthy Hero is a happy Hero. The fifth one was incapped.

If you think Doctor Medico is only good at healing, then you're only scratching the surface with this golden boy. With careful management of his own HP and the right cards in play, you can practically double the Heroes' effectiveness while keeping them up long after they would have normally gone out.

A huge thanks to Dandolo for contributing a TON to this guide!

EDIT: Made a change to the summary of Prescription Strength since the increase in damage is ruled to go into effect after the healing. Also added a caveat to Second Opinion.


Edited by: dyeung87 on Sep 15 2018 - 7:47pm
Powerhound_2000
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Just a note from video game testing.  It has been ruled the Damage boost from Prescription Strength does not happen until after the heal so if the hero gets a power use off of Second Opinion instead of healing that power does not get that Damage boost yet.   There is another piece that has come up as well but I don’t think I should get into that yet.  

Overall, good guide.  One note for Second Opinion to trigger the hero has to be able to regain 3HP.  So if you’ve done your job too well you might ease up on the healing so you can hand out powers.   


Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31

 
TakeWalker
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This comes at a very helpful time for me. :D

All I can think is that Malpractice will work wonders against Spite. <.<

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How so?   He only deals damage when hero targets regain health not all targets.  


Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31

 
dyeung87
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Powerhound_2000 wrote:

Just a note from video game testing.  It has been ruled the Damage boost from Prescription Strength does not happen until after the heal so if the hero gets a power use off of Second Opinion instead of healing that power does not get that Damage boost yet.   There is another piece that has come up as well but I don’t think I should get into that yet.  
Overall, good guide.  One note for Second Opinion to trigger the hero has to be able to regain 3HP.  So if you’ve done your job too well you might ease up on the healing so you can hand out powers.   

Aww, why does Progeny get the damage boost on Scion of Flame but we don't get the boost on prescription strength? :(

I'll make the changes when I get back home...

dyeung87
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TakeWalker wrote:

This comes at a very helpful time for me. :D
All I can think is that Malpractice will work wonders against Spite. <.<


Unfortunately, Red Right Hand is when a hero would gain HP. And while experimental medicine can get past his DR, PL626 Compound XI will make it so no one will want to use powers. True, Doctor Medico can keep the team alive until Spite flips, and Malpractice gets more damage than most heroes off two power uses if that second power is Healing Pulse.
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I’m not sure.  It’s how I would think it should work. 


Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31

 
bjorn.arnesen.us
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I'm all down for Team "Scholar Cannon": Dr. Medico, Scholar, Tempest, and 1 or 2 more healers.

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That combo with Natural Born Vigor made me laugh.

TakeWalker
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Guys, I'm talking about dealing tons of irreducible damage, not anything to do with Spite's healing. XD

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Gotcha.  Just make sure you’ve got Universal Donor out to get some extra hits in.  


Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31

 
dyeung87
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Did a game with Malpractice against Advanced Voss, and I must say he makes that fight trivial. Just leave one minion alive (can be a Gene-Bound Guard), keep Doctor Medico healthy, and target Voss with lots of irreducible damage. Didn't even need to deal with his extra card plays!

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Great guide! I really underestimated the doctor when he first came out, but now I see how effective his cards, combos, and synergies can be. 


"It's all chaos. Be kind."

Fynikz
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So not as specific to Dr. Medico as a certain loud-mouthed 4th wall breaker... Medico and Guise can be an absolutely ludicrous combo.

Tonight we were playing Cosmic Omnitron and after series of really bad turns, he had 10 drones in play and wiped out board mostly by turn 3 or 4 with only 13 damage on Omnitron. Most of our party was in single digit HP between 4 and 6.

Then Dr. Medico had Experimental Medicine + Healing Pulse out and Guise decided to give him a high five with "Uh, yeah..." a couple of turns in a row and holy, crap. Our whole team was back to full HP within a couple of turns. Guise also got the chance to Regenerate alongside Dr. Medico for hilarious amounts of self-healing.

Having a second hero with Medico's cards is amazing. And since Medico's dream-combo is 3 cards, which are all ongoings... Guise can copy that entire combo once it is in play. What's better than everyone using a power? Everyone using 2 powers.

Martin Tenbones
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Benchmark is a fantastic ally for Void Medico.  TLDR: with the three card core Medico combo you list plus Universal Donor and Upgraded Memory Unit, Medico becomes an awesome self-damaging Dynamic Siphon for Benchmark  

- Intervening Path Calculator can allow Benchmark to redirect damage from Medico to himself, assuming that Medico has the lowest HP on the team (not unlikely, given how much better he is at healing others than himself).  Obviously you’re going to want to let Experimental Medicine damage Dr Medico to keep it active, but being able to throw some of the damage Benchmark’s way when it’s getting to be a bit much is pretty useful.

- The combination of Experimental Medicine and Upgraded Memory Unit means that Benchmark can get +2 to whatever the base value is when healed by Medico.  This means that even Medico’s 1 point heals from Flare Up, Healing Pulse’s end of turn effect, Positive Prognosis, and Universal Donor’s response to Medico taking damage are sufficient to trigger Second Opinion’s power use ability.  Given that Benchmark has tons of powers he’ll almost always have something useful to play, and with Ally Matrix he can spread the love still further - particularly useful is the ability for damage to Dr Medico on the Environment or Villain turns to trigger Universal Donor -> Ally Matrix -> Healing Surge -> Second Opinion.  

Finally, these two in combination with Argent Adept can often pass him enough power activations that he can use Harmony Performs for Alcritious Subdominant instead of Inspiring Supertonic, which converts power activations back into card plays very efficiently alongside Inventive Preparations.  Had a silly game I played with Team Leader Tachyon, Supply Benchmark, Prime Argent Adept, Void Guard Dr Medico, and Fugue Parse on account.

Malpractice Medico’s interactions with Benchmark and AA are also crazy (Rhapsody of Vigor can read “Dr Medico takes 5 damage, Benchmark activates 5 powers).

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Along with Stuntman, Nightmist also likes Second Opinion + out of turn card plays + Master of Magic, her party-unfriendly stuff can hit Medico (to trigger Universal -> Benchmark) or the whole party (in case Medico has been too effective and Second Opinion cannot work), and Starshield Necklace isn’t bad either. 

Powerhound_2000
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I keep seeing this has a new post but I’m not sure what has been added/edited.  


Crush your enemies, drive them before you, and laminate their women! - Guise, Prime Wardens #31

 
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Edited previous post: TLDR part, Nightmist part, Malpractice part, and several times cleaned up weird posting stuff that happened on mobile (seems to not let me scroll down to see what I’m writing after it gets too long).

Additional trick with Void Guard Dr Medico and Benchmark: Second Opinion + Subcutaneous Cybernetics + Clincal Consult can let Benchmark use a power in response to getting hit. 

Additional trick with Nightmist with Universal Donor combo in play: use Investigation, use Amulet of the Elder Gods, redirect damage to Dr Medico.   

Martin Tenbones
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Also worth mentioning that the Scholar's Solid to Liquid lets him get power uses off Universal Donor + Experimental Medicine + Second Opinion heals.  If you've stacked a lot of Mortal Form to Energy this isn't going to work out damage-wise, but if you're more interested in digging for Proverbs or Don't Dismiss Anything (or getting all copies of Know When to Turn Loose in hand to make Don't Dismiss safer) then it could be worth it to Bring What You Need or Truth Seek.