DesertStorm Medical Supplies Guide — Heals, Bleeds, Stims & Squad Meds
Complete DesertStorm [EXTRACTION] medical guide: heal items, bleed control, stims, painkillers, rig med layout, pre-raid minimums, squad healing on K, and extract survival.
Medical supplies decide whether your DesertStorm [EXTRACTION] raid ends in a successful extract or a body full of loot someone else picks up. Heals restore HP, bleed control stops passive damage, stims and painkillers keep you mobile under debuffs, and rig placement determines whether you can use any of it under fire. This guide covers every med category, rig med layout, pre-raid minimums, squad healing via K, and how meds tie into inventory management and extract survival.
If you are still learning the loop, read how to play first. Dedicated support players should cross-check the medic support build.
Why meds matter more than armor
Armor absorbs hits once. Meds recover you after mistakes — and everyone makes mistakes in alpha PvP. Players who die with three heals buried in a backpack bottom lose raids they would otherwise win. Med discipline is cheaper than replacing kits and faster than re-grinding trader rep after a wipe streak.
Three med failures cause most preventable deaths:
- No bleed stop — You win the fight but bleed out walking to extract.
- Rig-inaccessible heals — You know you have meds but cannot reach them during a reload window.
- Under-packed for route — One heal cycle works on Introduction; main-map PvP needs two plus stims.
Treat medical planning as part of loadout design, not an afterthought you stuff in leftover slots.
Heal items: restoring HP
Heals are consumables that restore health over time or in chunks. Tier generally maps to speed and total HP restored:
| Heal tier | Best use | Trade-off |
|---|---|---|
| Budget / basic | Introduction, low-risk farm | Slower animation, less total heal |
| Mid-tier | Standard main-map routes | Balanced cost and speed |
| High-tier | PvP, boss, contested extract | Expensive; worth it when kit value is high |
Heal usage rules:
- Heal between fights, not during — animation locks weapon; standing in open ground to heal is a free kill.
- Partial heals are valid — Top off to comfortable HP before pushing the next angle; do not hoard full kits for perfection.
- Save fastest heals for extract channel — Thirty seconds at an extract with low HP invites third-party cleanup.
Bind heals to rig quick slots 1–4 and verify keys in controls. Mid-raid, only rig-accessible heals respond to hotkeys — see inventory management for rig versus backpack rules.
Bleed control: stop passive damage
Bleeding applies damage over time after certain hits. Fights you win still kill you if bleed ticks while you loot or sprint to zone. Bleed control items — bandages, hemostatic applicators, tourniquet-style consumables depending on alpha balance — stop the effect so heals actually stick.
Bleed workflow:
- Win or disengage — Get to hard cover first.
- Stop bleed — Use bleed item before or alongside heal; healing while bleeding wastes partial recovery.
- Then heal — Restore HP once bleed icon clears.
- Re-check before extract — Fresh bleed during extract run kills channel attempts.
Carry at least one bleed stop on every main-map deploy. Budget runs can skip stims before they skip bleed control — passive damage ignores armor.
Stims: stamina and speed bursts
Stims (stimulants) temporarily boost stamina recovery, movement, or reduce exhaustion debuffs. They shine on long rotates, overweight extract walks, and when you must reposition under fire without stopping.
When to use stims:
- Long flank routes — Cross open ground between POIs faster.
- Overweight extract — You looted well but sprint feels dead; stim buys distance to zone.
- Post-fight recovery — Stamina drained from sprinting and ADS; stim resets mobility for next contact.
Stims do not replace heals. Popping a stim at low HP just makes you die faster in the open. Stack stims in rig middle rows — reachable but not mixed with primary heal keys unless you enjoy wrong-item panic.
Painkillers: debuff management
Painkillers reduce or suppress pain debuffs — screen shake, reduced aim stability, slowed heal efficiency, or similar alpha effects depending on patch. They are easy to overlook because they do not show dramatic HP bars, but they decide whether you win the next trade.
Painkiller habits:
- Pre-fight if damaged — Take before re-peeking when you cannot full heal yet.
- During long raids — Debuffs stack from repeated tags; clear them before boss or extract holds.
- Budget alternative to premium heals — Sometimes staying functional matters more than topping HP.
Pair painkillers with heals in pre-raid shopping: one debuff clear plus one HP cycle covers most mid-tier routes without breaking economy.
Rig med layout
Your rig med layout is the difference between a two-second heal and a menu death. Standard DesertStorm layout mirrors extraction shooter best practice:
| Rig row | Contents | Hotkey |
|---|---|---|
| Top-left | Primary fast heal | 1 |
| Top-right | Bleed stop | 2 |
| Second row | Secondary heal or stim | 3 |
| Third row | Painkiller or backup bleed | 4 |
| Lower rig | Ammo mags | Manual |
| Backpack top | Med resupply stack | After safe repack |
| Backpack bottom | Sellable loot | Never combat access |
Rules:
- Never bury combat meds in backpack during deploy — repack to rig only in cover between fights.
- Symmetry for squads — Call “heal on 1, bleed on 2” so teammates know your layout in clutch moments.
- Light rigs sacrifice cells — Prioritize med slots over extra mag rows on support kits; see medic support build.
Open Tab or Caps Lock at headquarters and drag items once — test each hotkey in safe zone before queue. Full keybind reference on controls.
Pre-raid med minimums
Pre-raid med minimums scale with route risk. Under-packing saves rubles; over-packing wastes slots. Use this baseline before M menu queue:
| Route type | Minimum load | Notes |
|---|---|---|
| Introduction / tutorial | 1 heal + 1 bleed | Learn animations safely |
| Safe farm / low PvP | 1 full heal cycle + 1 bleed | One cycle = heal stack that restores most HP |
| Mid POI / standard main map | 2 heal cycles + 2 bleed + 1 stim | Default solo deploy |
| PvP hunt / boss | 2–3 heal cycles + 2 bleed + 2 stims + painkillers | Match kit value to risk |
| Squad support medic | Above + 30% extra for revives/resupply | See medic support build |
Cross-check against raid checklist before deploy. After alpha wipes, downgrade one tier until stash refills — broke players who bring PvP med stacks into farm routes delay recovery.
Squad healing on K
Squads change med math: one player with extra heals stabilizes fights that solo loadouts cannot survive. Press K to open the squad panel from HQ or pre-raid staging — same panel used for invites and ready status per squads co-op.
Squad med protocol:
- Pre-raid call — “Who carries extra heals?” Assign one support-focused player if possible.
- Bind comms — Short calls: “bleeding,” “need heal,” “meds dry,” “pop stim.” No full sentences under fire.
- Cover during heal — Teammate holds angle while another animates; never two players healing same frame.
- Loot body meds post-fight — Winning PvP without restocking meds invites third-party wipes.
- Extract handoff — Lowest-HP player channels extract while others cover; pre-heal channeler to full before timer starts.
Support players running medic support build should pre-sort rig with extra bleed stacks and mid-tier heals for teammate trades. Squad leaders verify med counts in K ready screen conversation — not everyone needs duplicate max stacks if roles split cleanly.
Fair resupply etiquette: if one player supplied all raid meds, split post-extract profits or return consumables from next stash restock. Meds are squad infrastructure, not solo hoarding.
Using meds under fire
Med animation timing is a skill:
- Hard cover only — Corners, locked rooms, extract zone behind solid geometry.
- Audio discipline — Heal sounds attract third parties; assume someone heard you.
- Abort if contact resumes — Cancel heal and fight; half-heal beats menu death.
- Painkiller then peek — Clear debuff before re-engaging when full heal is too slow.
Verify quick slot bindings in controls — wrong keys under stress waste precious seconds. Muscle memory from HQ practice transfers to raid panic.
Med discipline at extract
Extract channels punish low HP and bleeding players. Before starting timer per how to extract:
- Stop all bleeds — Mandatory.
- Heal to comfortable threshold — Full HP preferred on contested zones.
- Pop stim if overweight — Reach cover positions faster if zone is open.
- Reserve one fast heal — Third parties love extract timing; keep one stack for post-channel tags.
If meds are dry at extract, disengage to loot scavs or avoid channel until restocked — forcing extract at bleed is how squads lose full backpacks.
Video walkthrough
See med rig layout, bleed-heal sequencing, and squad resupply in action:
Common med mistakes
- Heals in backpack bottom — Cannot hotkey under fire
- Healing before bleed stop — Wasted recovery and wasted rubles
- Zero bleed items on main map — Win fight, lose raid walking out
- One stim total on PvP kit — Stamina dead when extract matters most
- Solo med layout in squad — Teammates cannot predict your resupply timing
- Full heal in open field — Free kill for any watching angle
Related guides
- Inventory management — Rig versus backpack and quick slots
- Medic support build — Dedicated squad sustain loadout
- Controls — Heal hotkeys and squad panel K
- How to extract — Channel survival with low meds
- Squads & co-op — Party roles and extract security
- Raid checklist — Pre-deploy med verification
Pack meds like you pack ammo — once, correctly, every raid. The desert forgives bad aim sooner than empty rig heals.
Frequently Asked Questions
Quick answers to the most common questions.
What are the minimum meds for a main-map raid?
Bring two full heal cycles, two bleed stops, and one stim for standard solo routes. Scale up for PvP or boss runs — see pre-raid minimums table above and [raid checklist](/guides/raid-checklist/).
Should I heal or stop bleeding first?
Stop bleeding first. Heals applied while bleed ticks waste recovery — use bleed control, then heal from rig quick slots.
Where should meds go in my rig?
Top rig rows on hotkeys **1–4**: primary heal, bleed stop, backup heal or stim, painkiller. Never bury combat meds in backpack. Details in [inventory management](/guides/inventory-management/).
How does squad healing work with K?
Press **K** for squad panel in HQ. Assign who carries extra meds, call needs under fire, and cover teammates during heal animations. Support players use [medic support build](/builds/medic-support/).
Do stims replace heals?
No. Stims boost stamina and mobility — they do not restore HP. Use stims for rotates and overweight extract walks after you are healed and bleeds are stopped.