The Medkit is an important medical item in MW4 DMZ because it repairs the wound left by using a Tourniquet. When the Tourniquet gets you back on your feet, your maximum health drops from 150 to 100. Bandages, Stims, and Painkillers can temporarily restore some health, but only a Medkit removes the wound and restores your full health limit.

For players collecting MW4 DMZ Items, understanding this mechanic is essential. A Medkit can make the difference between surviving another encounter and losing your next fight because your Tourniquet is unavailable.
The Tourniquet automatically gets you up from Last Stand, but it leaves you wounded. Your maximum health remains at 100 until you use a Medkit.
| Item | Main Effect |
|---|---|
| Tourniquet | Gets you up but reduces maximum health to 100 |
| Medkit | Repairs the wound and restores maximum health to 150 |
| Bandage | Temporarily restores health |
| Stim / Painkillers | Provide temporary health recovery |
| Self-Revive Kit | Revives you but does not repair the wound |
You must be standing to use a Medkit. Find cover, use it, and then restore your armor plates. A teammate’s revive does not create the Tourniquet wound, so save your Medkit for situations where you have used the Tourniquet yourself.
The Medkit recipe becomes available at the 3D Printer at DMZ level 2. You do not need to find or extract a separate blueprint.
| Material | Required Amount |
|---|---|
| Chemicals | 30 |
| Biomaterials | 5 |
| Binding Catalyst | 1 |
| Output | 1 Medkit |
You can print the Medkit directly to your operator or stash. If you want to bring it into a raid, make sure to move it into your backpack before deployment. It is a consumable, so using it removes that copy.
Chemicals are usually easy to collect through regular looting. Biomaterials and Binding Catalysts require more attention, especially the Rare catalyst.
Chemicals
You need 30 Chemicals per Medkit. They are common resources found during looting and do not usually require a dedicated farming route.
Biomaterials
Biomaterials are Uncommon and can be found in hospitals and chemical lockers. You need five for one Medkit.
After unlocking Uncommon Ingredient Printing, you can craft each Biomaterial with 20 Synthetics and 20 Chemicals. However, the upgrade itself requires 20 Biomaterials, 50,000 DMZ Cash, 10 High-Tenacity Fibers, and 5 Comms Modules. Collect the initial materials through looting before relying on the printer.
Binding Catalyst
This is the main bottleneck. Binding Catalyst is Rare and cannot be printed. Search medical containers in Mirae General Hospital and nearby medical tents.
DMZ level 49 also awards two Binding Catalysts, which can cover two Medkit crafts if you already have the other materials. Keep track of this resource because several important recipes compete for it.
Binding Catalysts are needed for more than Medkits. Consider their costs before spending your supply.
| Recipe | Catalyst Cost |
|---|---|
| Medkit | 1 |
| Self-Revive Kit | 3 |
| 2-Plate Ballistic Gel Vest | 3 |
| Stabilized Reagent | 3 |
| Epic Ingredient Printing upgrade | 10 |
The Self-Revive Kit becomes available at DMZ level 48, while Epic Ingredient Printing requires a much larger resource investment. If you have only one or two catalysts, prioritizing Medkits is a practical choice because they restore your Tourniquet and help you survive repeated engagements.
Crafting is the repeatable option, but several progression rewards can provide Medkits without spending your own materials:
You can also find Medkits in medical containers, although individual loot locations are not guaranteed to contain one.
Two progression objectives make the Medkit particularly useful.
Gear Up: This Order requires you to equip a weapon, backpack, armor vest, and Medkit from your stash at the FOB. A Bandage does not count. Make sure the Medkit is equipped before attempting to complete the objective.
Healer: This objective requires you to track the Medkit recipe and craft one at the 3D Printer. Tracking the recipe alone is not enough; you must have all three materials available.
Remember that DMZ progression is separate from Multiplayer progression. Story Missions, Dynamic Operations, and Side Operations help advance your DMZ level and unlock its crafting recipes.
One Medkit in your backpack is generally enough for a normal deployment. Carrying a spare can be useful for longer raids, but avoid spending all your Binding Catalysts on Medkits if you are preparing for other important recipes.
Players who want to make supported Multiplayer progression more convenient can also consider MW4 Bot Lobbies as another option. This can leave more time for weapon testing and preparing loadouts for DMZ.
Why is my maximum health stuck at 100?
You used the Tourniquet. A Medkit is required to repair the wound and restore your maximum health to 150.
Can a Medkit revive me while I am down?
No. You need a teammate, Self-Revive Kit, or Tourniquet to get back up. Use the Medkit after you are standing.
Can I craft Binding Catalysts?
No. You need to find them in medical loot locations or obtain them through the DMZ level progression reward.
Does a Bandage repair the Tourniquet wound?
No. Bandages provide temporary health recovery but do not unlock the Tourniquet again.
The Medkit is the only standard consumable that repairs a Tourniquet wound and restores your maximum health from 100 to 150. Its recipe unlocks at DMZ level 2 and requires 30 Chemicals, 5 Biomaterials, and 1 Binding Catalyst.
Collect Biomaterials through looting or printing after unlocking the required upgrade, and prioritize medical locations when searching for Binding Catalysts. Keep at least one Medkit ready before deployment, especially when playing without a reliable squad.
The U4GM Team