Issue 041 — July 2026
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PCGame·Pilot
Systems

Agents, roles and abilities explained

How HEAT's hero-shooter kit works: passives, actives, ultimates and the two-vehicle roster.

By PC Game Pilot·Core·6 min

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.