The Medivac will Heal a close-by friendly Biological unit - both ground and air - for 3 HP per 1 energy used. The ability is set to autocast by default but may be performed manually. The Medivac must have a minimum of 5 energy to start the process.
It is especially important to have Medivacs with Heal available for your Marine & Marauder units in this match-up, as they will often be taking damage from Psi Storm, and will be doing a lot of attacking and retreating which involves the use of Stimpack. This creates a consistent need for Healing.
In Combination with Other Spells
- Having Medivacs in your army with Heal allows for much more liberal uses of Stimpack. The ability to use stim on a whim grants Marines & Marauders mobility and flexibility in how they respond to events on the battlefield.
- Having Heal ready and nearby a Ghost while it's launching a nuclear weapon will increase the chance of the success of the operation.