Agents, Their Traits, Ultimates, and Abilities

How Traits, Ultimates, vehicle abilities, and the Agent Skill system fit together.

In HEAT, every loadout starts with an Agent. Each Agent comes with a passive Trait, a signature Ultimate, and up to two vehicles that bring their own abilities into battle. On top of that, the Agent Skill system is what you grow with Agent XP and can configure before each match.

This article walks through what comes with each Agent, what changes with your vehicle, and how Agent Skills fit into your build. For ability detail per Agent and vehicle, head to the hangar or the Game Guide.

What an Agent is

An Agent is built from four parts:

  1. A Trait, a passive effect that triggers under specific conditions.
  2. An Ultimate, a powerful, manually activated ability.
  3. Up to two vehicles, each with its own pair of abilities.
  4. An Agent Skill system that lets you upgrade and time these systems through progression.

Trait and Ultimate live on the Agent. Vehicle abilities live on the vehicle. The same Agent driving a different vehicle keeps the same Trait and Ultimate, but plays with a different set of vehicle abilities.

An Agent's kit at a glance: Trait, Ultimate, and up to two vehicles, each with a pair of abilities.
Agents at a glance: Trait, Ultimate, and up to two vehicles, each with a pair of abilities.

Traits

Traits are passive effects. You never push a button to activate one. They apply automatically when their condition is met.

Some Traits are tied to position. Chopper's Stubborn grants persistent damage mitigation at low HP and stacks extra protection while holding or contesting an objective. The Trait activates on its own, but where you choose to fight changes how often it does.

Other Traits respond to active play. Twister's Daredevil rewards aggressive movement: faster reloading while boosting, drifting that charges boost, and reduced fall damage. Boosting is a manual action, but the Trait's effects apply automatically while you're boosting.

Traits are best understood as conditional passives. They never need a direct input, but you still decide whether and how often they activate.

You can review the full Trait description for any Agent in the hangar, or open the kit info screen during a match (F1 on PC; D-Pad Up plus Y or Triangle on controller).

Ultimates

Each Agent has exactly one Ultimate. It is the signature ability of the kit and is designed to swing a fight.

Unlike a Trait, an Ultimate is manually activated. To make it available, you charge Ultimate Energy. Ultimate Energy also regenerates slowly over time, so your Ultimate will eventually charge on its own. Combat charges it much faster: deal damage, destroy enemy vehicles, contribute to objectives, and more.

When fully charged, the Ultimate is ready to be activated. Use it in a key moment: breaking a defensive line, securing an objective, or covering a teammate's push. As with Traits, full Ultimate detail is available in the hangar and through the kit info screen during a match.

Vehicles and their abilities

An Agent's vehicles bring their own abilities into the match. These abilities belong to the vehicle, not the Agent.

For example:

  • Chopper's FV4030X carries Jamming Field and Bastion. Drive the same Agent in the M1E1 instead, and your vehicle's abilities are now Active Protection System and Vulcan Auto Turret.
  • The same logic applies to Twister: the HSTV-L carries Recon Probe and MK19 Auto-Turret. Switch to the M551A1 and your vehicle's abilities are now Canister Volley and Manual Emergency APS.

The Trait and Ultimate carry over with the Agent. Abilities change with the vehicle.

HSTV-L: Recon Probe and MK19 Auto-Turret

M551A1: Canister Volley and Manual Emergency APS

Agent Skills

The Agent Skill system is the customization layer on top of the kit. It lets you upgrade parts of the kit and decide when those upgrades activate during a match.

Agent Skill interface in the hangar: installing and equipping Agent Skills before a match.
Agent Skills are configured in the hangar, before a match.

Earning Agent Skill Points

Playing as an Agent earns Agent XP, which raises your Agent Level. Some level-ups award an Agent Skill Point you can spend on the Agent's Skills; other levels reward in-game currencies in varying amounts.

Agent Skill Points are spent in the hangar to unlock that Agent's Skills. Once spent, they stay invested in that Agent.

Equipping: four slots, four categories

Agent Skills are organized into tiers. You start with Tier 1 unlocked and one Agent Skill Point to invest. Higher tiers unlock as the Agent levels, and they generally offer stronger or more specialized options. Higher tiers do not always replace lower tiers; the choice is about fit, not strict upgrades.

You can equip up to four Skills at once. Each equipped Skill goes into one of four slots. Skills come from four categories:

  • Trait: enhances the Agent's Trait, often improving its effect or adding a new effect.
  • Ability: improves a vehicle's abilities, for example by reducing energy cost or shortening cooldown.
  • Attribute: boosts raw stats on the vehicle, such as accuracy, engine power, or turret traverse.
  • Ultimate: enhances the Ultimate, for example by raising damage, area, or charge rate.

You can equip at most one Skill per category, so a complete loadout has one Trait Skill, one Ability Skill, one Attribute Skill, and one Ultimate Skill. Aside from the slot-tier limit covered below, any Skill can go in any slot.

Activation cost

Equipped Skills do not all activate at once. They activate in battle as you accumulate enough Skill Activation Points to reach their activation cost. You earn Skill Activation Points by playing actively: destroying enemies, capturing objectives, blocking damage, and other game actions.

Each slot caps the tier of Skill it can hold. Slot 1 takes a Tier 1 Skill, Slot 2 takes Tier 1 or Tier 2, Slot 3 goes up to Tier 3, and Slot 4 goes up to Tier 4. Right now, only Tier 1 and Tier 2 Skills are in the game; higher tiers are coming.

Each Skill has its own activation cost:

  • Tier 1 Skill: 300 Skill Activation Points each
  • Tier 2 Skill: 600 Skill Activation Points each

Your loadout's total activation threshold depends on which Skills you bring and which slots they fill. Four Tier 1 Skills require 1,200 Skill Activation Points in total to fully activate. Equipping Tier 2 Skills in eligible slots raises that total.

You can change your loadout in the hangar between matches by uninstalling and re-installing your Skills.

In-battle Skill Activation Points UI: highlighted areas show the four equipped Skills (lower left) and the Ultimate Energy meter (top centre).
In-battle Skill Activation Points UI: progress toward each equipped Skill's activation cost.

Two resources, not one

Skill Activation Points and Ultimate Energy are separate. Both fill through active play, and many of the same actions feed both, but they are not the same meter:

  • Ultimate Energy charges your Ultimate.
  • Skill Activation Points pay for your equipped Agent Skills.

Keep an eye on both during a match.

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