Wiki / field 02
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.

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.
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.
| System | How the choice opens | Known role | Known limit or caveat |
|---|---|---|---|
| Flurry | Opening Primary Form choice | Fast twin-dagger attacks for close pressure | Critical-hit values and later upgrades are not published |
| Slash | Opening Primary Form choice | Wide scythe sweeps built around controlling groups | Final reach and damage values are not published |
| Slice | Opening Primary Form choice | Axe strikes focused on heavy single-target pressure | Exact positional bonuses are not published |
| Crush | Opening Secondary Form choice | Slow mallet blows with high commitment and impact | Final stagger values are not published |
| Drill | Opening Secondary Form choice | Directed pressure that can sustain damage on one target | Resource costs and upgrade values are not published |
| Extend | Opening Secondary Form choice | A chain-staff form for attacking beyond immediate melee range | It does not turn Dylan into a conventional ranged shooter |
| Barrage | Previewed Resonant reward choice | Telekinetic projectiles for direct ranged pressure | A first-run choice may exclude another reward until NG+ |
| Seekers | Previewed Resonant reward choice | Summons that provide autonomous fire and an explosive option | Summon duration and final cooldowns are not published |
| Shield | Previewed Resonant reward choice | Floating debris for defense with an offensive follow-up | A first-run choice may exclude another reward until NG+ |
| Falter and Execution | Pressure vulnerable enemies until an execution opens | Execute an eligible normal enemy to start the next offensive state | Boss health checkpoints change how repeated attempts are paced |
| Dominance | Triggered after an execution | Temporarily strengthen melee and make defeated enemies a dependable source of health | Command and summon abilities—not Dominance—add temporary allies |
| Talents | Progression trees | Modify synergies and combat behavior | Additional nodes open in NG+ |
| Artifacts | Craft Untapped Artifacts in the Gap | Passive modifiers and trade-offs | Three equipped in the first run; a fourth slot opens in NG+ |
| Reach and Shift | Story-linked traversal | Open gravity-altered routes and change combat positioning | Traversal powers are not Combat Ability slots |
Aberrant Forms, Abilities and progression
These have enough distinct facts and player context for a dedicated file.
Dylan's transforming weapon is the center of Resonant's melee combat and the anchor for Primary, Secondary and Combo Ender choices.
ReachTraversal abilityReach is a movement unlock associated with the previewed Metro Fault route, not a boss-granted Combat Ability slot.
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.
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.
| Topic | System or equipment | Known combat use |
|---|---|---|
| Barrage | Combat Ability | Pulls 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. |
| Shield | Combat Ability | Raises 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 Ability | Summons 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 Turrets | Named ability example | Deployable 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. |
| Falter | Combat state | Pressure 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. |
| Execution | Combat loop reward | Executing an eligible faltered enemy starts Dominance, feeding the next Aberrant-centered attack sequence with a temporary melee boost and more reliable health drops. |
| Dominance | Post-execution combat state | A 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 effects | Ability behavior | Official footage shows abilities with elemental and status-driven effects. Individual names are withheld where the interface has not identified them. |
| Resonant ability choice | Boss reward | Major Resonants grant unique Combat Ability choices. A later NG+ run can pursue another ability branch from the same boss. |
| Reach ↗ | Traversal ability | Cross 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. |
| Flurry | Primary Form | Twin 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. |
| Slash | Primary Form | A 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. |
| Slice | Primary Form | An 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. |
| Crush | Secondary Form | A 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. |
| Drill | Secondary Form | A 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. |
| Extend | Secondary Form | A 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 Forms | Loadout role | The core moveset branch. An official Talent screen gives Primary its own progression tab alongside Secondary and Combo Enders. |
| Secondary Forms | Loadout role | A second Form category used to vary range, speed, and function inside one setup. Preview descriptions include whip-like and hammer options. |
| Combo Enders | Finisher role | Powerful attacks placed at the end of strings. A hands-on preview observed rapid gauntlet strikes and a thrown glaive-like attack. |
| Primary branch | Talent tab | A 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 branch | Talent tab | Talents attached to the Secondary Form role, supporting a second set of reach, speed, or utility choices in the same loadout. |
| Combo Enders branch | Talent tab | A separate progression tab for the powerful attacks that finish connected melee strings. |
| Dodge Attack | Named node | The 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 Strength | Preview interface label | Aberrant 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+ nodes | Expanded progression | Additional Talent nodes become available in New Game Plus alongside broader ability combinations and more dangerous encounters. |
| Zone XP and Talent points | Developer interview | Activities grant zone XP. Each zone level provides a local improvement and a Talent point; see the progression guide for the developer's examples. |
| Respec All | Visible preview control | The official Talent screen includes Respec All. Final resource costs and refund rules are not established by its icon or counter. |
| Equipped Artifacts | Passive modifier | Artifacts can change survivability, combat, exploration, or resource economy. Some include activation conditions or meaningful tradeoffs. |
| Three first-run slots | Initial limit | The first playthrough supports three equipped Artifacts, requiring players to choose which passive effects belong in a focused setup. |
| Fourth Artifact slot | New Game+ | New Game Plus adds a fourth slot for combinations that are not possible during the initial campaign. |
| The Aberrant ↗ | Resonant | MeleeWe 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 Artifacts | Resonant | Artifact 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 Tool | Resonant | A 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. |
| Wallet | Resonant | Wallet 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 Headset | Resonant | The 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 Goggles | Resonant | These 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 background | CONTROL (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 background | CONTROL (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 Compared ↗ | Weapon-form system | Six 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 Compared ↗ | Supernatural ability system | Barrage, 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 Crafting ↗ | Passive equipment system | Artifacts 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 Plus ↗ | Replay and progression mode | NG+ 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. |
