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CONTROL Resonant Combat & Skills Shape Dylan's Build

Compare Aberrant Forms, Combat Abilities, Talents and Artifacts by what they do in a fight. See which choices affect traversal and which belong in a combat loadout.

Combat & Skills field artwork
01 / The question

Which systems make up a combat build?

We break a build into four parts: the Aberrant supplies weapon Forms, Resonants grant Combat Abilities, Talents shape progression, and Artifacts add passive effects. Reach and Shift solve movement problems rather than filling boss-granted attack slots.

Field comparison

Which choices change how a build plays?

Weapon Forms, powers, Talents and Artifacts are separate systems; a term describing a slot is not an item.

SystemHow the choice opensKnown roleKnown limit or caveat
Flurry Opening Primary Form choiceFast twin-dagger attacks for close pressureCritical-hit values and later upgrades are not published
Slash Opening Primary Form choiceWide scythe sweeps built around controlling groupsFinal reach and damage values are not published
Slice Opening Primary Form choiceAxe strikes focused on heavy single-target pressureExact positional bonuses are not published
Crush Opening Secondary Form choiceSlow mallet blows with high commitment and impactFinal stagger values are not published
Drill Opening Secondary Form choiceDirected pressure that can sustain damage on one targetResource costs and upgrade values are not published
Extend Opening Secondary Form choiceA chain-staff form for attacking beyond immediate melee rangeIt does not turn Dylan into a conventional ranged shooter
Barrage Previewed Resonant reward choiceTelekinetic projectiles for direct ranged pressureA first-run choice may exclude another reward until NG+
Seekers Previewed Resonant reward choiceSummons that provide autonomous fire and an explosive optionSummon duration and final cooldowns are not published
Shield Previewed Resonant reward choiceFloating debris for defense with an offensive follow-upA first-run choice may exclude another reward until NG+
Falter and ExecutionPressure vulnerable enemies until an execution opensExecute an eligible normal enemy to start the next offensive stateBoss health checkpoints change how repeated attempts are paced
DominanceTriggered after an executionTemporarily strengthen melee and make defeated enemies a dependable source of healthCommand and summon abilities—not Dominance—add temporary allies
TalentsProgression treesModify synergies and combat behaviorAdditional nodes open in NG+
Artifacts Craft Untapped Artifacts in the GapPassive modifiers and trade-offsThree equipped in the first run; a fourth slot opens in NG+
Reach and Shift Story-linked traversalOpen gravity-altered routes and change combat positioningTraversal powers are not Combat Ability slots
Current indexed topics / not a full-game list

Combat systems and named equipment

We use review impressions to explain how a system feels in practice, but we leave exact values open until they can be checked on a known game version.

42 of 42 topics
TopicSystem or equipmentKnown combat use
BarrageCombat AbilityPulls rocks from the ground and launches them at range. Xbox Wire saw it offered among three ability choices after an early Resonant Entity fight.We would use its ranged role to cover what the close-quarters Aberrant cannot. The preview does not give us final damage or cooldown values.
ShieldCombat AbilityRaises floating rocks defensively and can turn them into an offensive ram during a dash. It appeared alongside Barrage and Seekers in an early boss-reward choice.We see this as an offensive-defensive option, not proof that it blocks every attack. Its limits still need a check in the final build.
Seekers (Summon)Named Combat AbilitySummons a telekinetic entity. Remedy's loadout screenshot shows that a Seeker can be thrown or detonated and exposes its duration, health, power cost, and damage statistics.The preview gives the summon throw and detonate actions. We would learn what each one does before treating the on-screen values as permanent balance rules.
Mold TurretsNamed ability exampleDeployable friendly Mold growths independently attack hostile targets and apply status effects while Dylan continues fighting elsewhere.A summon-oriented setup still needs room to work. We compare that role with close-range abilities, but we do not have enough direct testing for a numerical best-build ranking.
FalterCombat statePressure fills an enemy's Falter state. Normal enemies become eligible for an execution, while bosses enter a staggered damage window. Assist Mode includes a separate Outgoing Falter adjustment.We use Falter to create the next opening: execute an eligible normal enemy to start Dominance, or spend a boss stagger window on safe damage.
ExecutionCombat loop rewardExecuting an eligible faltered enemy starts Dominance, feeding the next Aberrant-centered attack sequence with a temporary melee boost and more reliable health drops.
DominancePost-execution combat stateA short state triggered by an execution. It temporarily increases Dylan's melee damage and makes enemies defeated during the window a dependable source of health.We spend Dominance on the next dangerous target while keeping weaker enemies available to extend the health-recovery rhythm. Command and summon abilities are the tools that add temporary allies.
Elemental and status effectsAbility behaviorOfficial footage shows abilities with elemental and status-driven effects. Individual names are withheld where the interface has not identified them.
Resonant ability choiceBoss rewardMajor Resonants grant unique Combat Ability choices. A later NG+ run can pursue another ability branch from the same boss.
ReachTraversal abilityCross altered spaces with a grappling-style moveIf the route needs a grappling-style movement unlock, we would look for Reach rather than search the Combat Ability loadout. The two systems solve different problems.
FlurryPrimary FormTwin daggers with fast, close-range attacks and a previewed critical-chance boost; one of three opening Primary choices described by Xbox Wire.We would consider it for quick contact and frequent repositioning. The preview is not enough for us to give it a final best-in-slot rank.
SlashPrimary FormA scythe-like Primary Form whose broad swings were described as useful against groups in the Xbox hands-on.We read its previewed strength as multi-enemy coverage, not a proven single-target damage number.
SlicePrimary FormAn axe Primary Form described as high single-target damage with a bonus for attacking from behind in the preview build.Positioning is part of its reported advantage. We would not carry preview damage values into a launch guide.
CrushSecondary FormA huge, slow mallet used for heavy smashing attacks; one of the three Secondary choices in the first-party hands-on.Because it commits more slowly, we would test its attack windows against mobile enemies instead of assuming every heavy hit will land.
DrillSecondary FormA directed, sustained-damage Secondary Form named in the Xbox Wire preview.We read sustained contact as its shown role, not as a verified final damage-per-second figure.
ExtendSecondary FormA whip-like chain staff used for extra reach, shown as a Secondary complement to a close-range Primary setup.We use its extra range when comparing Form pairs. Exact hitboxes and final upgrade ranks still need retail testing.
Primary FormsLoadout roleThe core moveset branch. An official Talent screen gives Primary its own progression tab alongside Secondary and Combo Enders.
Secondary FormsLoadout roleA second Form category used to vary range, speed, and function inside one setup. Preview descriptions include whip-like and hammer options.
Combo EndersFinisher rolePowerful attacks placed at the end of strings. A hands-on preview observed rapid gauntlet strikes and a thrown glaive-like attack.
Primary branchTalent tabA dedicated branch for the selected Primary Form and its attack behavior. The official screenshot shows a branching node network rather than a linear upgrade rail.
Secondary branchTalent tabTalents attached to the Secondary Form role, supporting a second set of reach, speed, or utility choices in the same loadout.
Combo Enders branchTalent tabA separate progression tab for the powerful attacks that finish connected melee strings.
Dodge AttackNamed nodeThe official preview node adds a post-dodge attack that launches enemies and deals extra damage. Exact launch values are not published in the screenshot.
Aberrant StrengthPreview interface labelAberrant Strength is displayed beside the selected Talent. The screenshot does not establish that the displayed number is its purchase price or final prerequisite.
New Game+ nodesExpanded progressionAdditional Talent nodes become available in New Game Plus alongside broader ability combinations and more dangerous encounters.
Zone XP and Talent pointsDeveloper interviewActivities grant zone XP. Each zone level provides a local improvement and a Talent point; see the progression guide for the developer's examples.
Respec AllVisible preview controlThe official Talent screen includes Respec All. Final resource costs and refund rules are not established by its icon or counter.
Equipped ArtifactsPassive modifierArtifacts can change survivability, combat, exploration, or resource economy. Some include activation conditions or meaningful tradeoffs.
Three first-run slotsInitial limitThe first playthrough supports three equipped Artifacts, requiring players to choose which passive effects belong in a focused setup.
Fourth Artifact slotNew Game+New Game Plus adds a fourth slot for combinations that are not possible during the initial campaign.
The AberrantResonantMeleeWe compare reach, recovery and attack flow when trying Forms. A dramatic silhouette alone is not enough for us to call the damage or a best build.
Untapped ArtifactsResonantArtifact craftingBefore committing to a setup, read the resulting effect and any activation condition. The original object's name is not a reliable description of the finished bonus.
Pickpocket's ToolResonantA named Artifact included in the advertised preorder offer. The name does not prove a theft mechanic, extra currency, a loot multiplier or any particular combat bonus.We would check the exact edition and platform listing before buying. Until the effect is verified, we would not plan an economy build around it.
WalletResonantWallet is listed as an Untapped Artifact in the Digital Deluxe package. It is an item name, not evidence that the game gives you more money or a larger inventory.If you are comparing editions, separate this uncrafted item from immediately usable cosmetics and from early-access terms.
Communications Department HeadsetResonantThe announcement-era Wiki records this headset as a newsletter signup item. Treat it as an appearance bonus, not a confirmed Combat Ability or an Artifact with passive stats.We keep newsletter rewards separate from store preorder bonuses. Buying an edition does not automatically prove newsletter eligibility.
Optical Filtering GogglesResonantThese goggles are the other signup item named in the Wiki overview. There is no basis in that listing for assigning them enhanced vision, hidden-object detection or a damage bonus.We would follow the official reward instructions for your platform. This reference cannot promise that an earlier promotion is still redeemable.
Service WeaponSeries backgroundCONTROL (2019)Jesse's changing firearm is associated with the FBC Director and the Board. It helps explain why the Aberrant is compared with it, but the two weapons should not share a build list.If a guide recommends Grip or another Service Weapon Form, check which game it covers. A CONTROL gun configuration is not automatically usable in Resonant.
Slide ProjectorSeries backgroundCONTROL (2019)This Object of Power opens doorways through its slides. Its connection to the Ordinary incident makes it important to the Faden siblings' history, not a normal item to add to a Resonant combat build.Read this as story context. The Wiki's Research Sector containment information is not a confirmed Resonant pickup location.
Aberrant Forms ComparedWeapon-form systemSix named early weapon choices divide into Primary and Secondary Forms. They change the speed, reach and target pattern of Dylan's transforming Aberrant rather than representing six separate loot drops.
Combat Abilities ComparedSupernatural ability systemBarrage, Seekers and Shield were presented as choices after an early Resonant encounter; their known functions point to different ways to regain control of a fight.
Artifacts and CraftingPassive equipment systemArtifacts are passive equipment crafted from Untapped Artifacts in the Gap. The known first-run limit is three equipped slots; New Game Plus opens a fourth.
New Game PlusReplay and progression modeNG+ carries much of Dylan's combat progression into a fresh run while story-gated traversal abilities reset. It also broadens Talent, ability and Artifact combinations.