Unlike classic World of Tanks, HEAT is built around Agents — hero characters with distinct kits. Understanding the kit structure is the key to reading a fight.
Every Agent has three things
- A passive trait that is always on (Chopper toughening as he takes damage, Hound highlighting weak points).
- An active ability on a cooldown.
- An ultimate that charges over the match — from Reaper's reported napalm airstrike to Fuzzer's guided aircraft strike.
The two-vehicle roster
Most Agents command two vehicles tuned to their role, so you can switch machines to suit the map or the match state. At launch there are 8 Agents and 15 vehicles across the three roles.
Reading the role trinity
A healthy team usually wants a mix: a Defender to anchor the point, Assault Agents to create pressure, and a Marksman to punish from range. If your team has no one holding the objective, no amount of damage will win a Hardpoint or Control match.
Some ability and vehicle details are reported from hands-on coverage and may shift with balance patches; roles and the free starters (Chopper, Kent, Hound) are confirmed by Wargaming.