What Abilities Does CONTROL Resonant Have?

Dylan Faden's kit runs on two rails: the living Aberrant weapon for close range, and paranatural abilities for everything the blade cannot reach — most earned from Resonant boss kills.

AbilityWhat it doesWhere you get it
BarrageOfficial pre-launch example (effect and values pending verification)To be confirmed
Volatile AnomalyBuilds Falter for the execution-Dominance loop (Polygon's pick)Prologue choice after The Artist
ShieldDefensive/offensive pick from the prologue's three-way choicePrologue choice after The Artist
ShiftMovement power[[quests/search-for-jesse/incursion-faultJesse Sightings: The Incursion Fault]], West Incursion Zone
ReachGrapple and traversal workhorse[[quests/Jesse Sightings: The Subway Fault]]
Push / Ground SlamThe Dancer's choice: knockback with ledge kills versus a height-scaled AoE slam[[guides/push-or-ground-slamBeating The Dancer]]
Heat Wave / Heat AuraFire abilities that melt Mold armor platingIGN final preview; Mold's weakness
Sixth ability slotThe kit's final expansionEpic's abilities guide

Naming caveat: preview outlets used different names for the same powers — fire and knockback appeared as Ignite and Push in early coverage. Push survived to release; treat preview-only names as historical footnotes.

The wiki database tracks preview-flagged entities with unknown final names: a Shield-style ability, a Turret/thrown deployable, Perfect Dodge (an Assist Mode timing setting), a Mold Ability Choice, Power Recovery Speed, and Respec. Cooldowns, damage, and Power costs stay unknown until the release build verifies them.

How Do Abilities Progress?

Technique Points are the spendable currency — one comes with the pre-order bonus. Talents are the passive layer beside abilities: previews describe active powers and passive customization as a split, and IGN notes the game keeps players out of build menus. Steam lists adjustable difficulty and no timed inputs — welcome in an ability-heavy action game. Traversal powers are tied to dungeons: Reach is learned inside the Metro Vault, and previews position these visits as the story's key progression beats.

How Do Abilities Work With the Aberrant?

Weapon and powers are one kit: abilities are woven into melee chains — weapon strings broken up by powers — not a ranged spell loadout. The design rule holds: abilities feed the Aberrant's execution-Dominance loop instead of replacing it. Ability picks are one-per-run decisions that a Reset Item can undo, one category each. The boss roster lists which fight grants which power.