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Control Resonant Guide: 17 Abilities and Which Ones to Choose

A role-by-role guide to the 17 abilities named in an Epic Games Store guide to Control Resonant, including traversal skills, combat options, unlock routes, and practical picks.
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Control Resonant’s ability list includes five traversal abilities, ten named Resonant combat choices, and two extra fire abilities mentioned in an Epic Games Store guide. That makes 17 names in the guide’s assembled inventory—not an officially confirmed total. For combat, the Epic guide recommends Shield for survivability, Ground Slam for height-scaled area damage, and Growth for summon pressure, with Spike as a useful partner for Growth. The right pick depends on whether you need defense, damage, control, or help managing a fight.

What counts as the 17 abilities?

The count below is reconstructed from the named abilities in Jason Rodriguez’s September 23, 2026 Epic Games Store abilities guide: five traversal abilities, ten Resonant combat choices, and Ignite and Inferno, which the guide mentions as additional fire-build options. The guide does not identify 17 as an official, complete in-game total.

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Category Abilities What is established
Traversal (5) Double-Jump, Elevate, Rush, Shift, Reach Movement abilities; each is associated with a Fault in the Epic guide.
Resonant combat choices (10) Barrage, Volatile Anomaly, Shield, Push, Ground Slam, Spore Burst, Growth, Spike, Astral Rebuke, Command Combat options with distinct damage, defense, displacement, summon, or control roles.
Additional fire-build options (2) Ignite, Inferno The Epic guide names them in a build discussion but does not explain their effects or unlock routes in the cited passage.

All five traversal abilities

The Epic guide associates these movement skills with three Faults. Their purpose is getting through the environment, rather than choosing a combat role.

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  • Double-Jump: Adds a second jump; listed as a reward from the Downtown Fault.
  • Elevate: Lets Dylan float and glide in mid-air; also associated with the Downtown Fault.
  • Rush: Speeds up movement and cleanses negative status effects; also associated with the Downtown Fault.
  • Shift: Changes Dylan’s plane and orientation to navigate gravity-warped spaces; associated with the West Incursion Zone Fault.
  • Reach: A grapple-like action used on spherical points to cross gaps; associated with the Evacuation Zone Fault.

All ten named Resonant combat choices

These options vary in how they deal damage, create openings, and occupy enemies. The descriptions below follow the Epic guide; they do not imply that one choice is best in every encounter.

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  • Barrage: Hurls multiple projectiles.
  • Volatile Anomaly: Summons an entity that can also be thrown.
  • Shield: Absorbs damage and enables Shield Bash on dodge. The Epic guide recommends it for survivability and reports that Shield Bash causes high falter.
  • Push: Sends enemies flying, potentially into ledges or hazards.
  • Ground Slam: Deals area damage. The Epic guide says its damage scales substantially with height.
  • Spore Burst: Rapidly fires Mold projectiles from Dylan’s fist.
  • Growth: Summons up to two worm-like allies that fire Mold globules.
  • Spike: Creates an Astral Spike that attacks nearby foes and can knock them down.
  • Astral Rebuke: Erupts beneath enemies and launches them, allowing a possible aerial follow-up.
  • Command: Makes an enemy fight alongside Dylan. The Epic guide says purple Command Charges are required to recast it.

Which abilities are the best to choose?

The Epic guide’s picks are role-specific, not a universal ranking. Use the combat problem you want to solve to decide which recommendation fits.

If you want… Consider… Why
More defense and an opening to attack Shield It absorbs damage, and Shield Bash can add falter when you dodge.
Area damage that rewards elevation Ground Slam The guide says damage scales substantially with height.
Autonomous pressure on opponents Growth Its summoned allies attack with Mold globules, leaving Dylan free to act.
A companion to keep nearby foes occupied Spike alongside Growth The guide recommends Spike with Growth; Spike attacks nearby enemies and can knock them down.

For other needs, match the ability’s role to the situation: Push can displace enemies toward hazards, Astral Rebuke can launch them for an aerial follow-up, and Command temporarily turns an enemy into an ally. The guide does not provide comparative damage figures or test results, so there is no evidence-based universal winner across all builds.

How ability choice fits the combat loop

Remedy’s combat and buildcrafting overview describes a cycle in which melee hits restore Combat Ability resource, abilities stun enemies to open executions, and executions temporarily boost melee damage. As Senior Communications Manager Miika Huttunen puts it, “In Control Resonant, aggression fuels power.” An ability’s value therefore depends not just on its effect, but on how it helps you create an opening and return to melee.

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Build synergy can also matter. The Epic guide says Mold abilities inflict Infected, Burn on an Infected target triggers an explosion, and Astralized enhances Burn and Infected buildup. It mentions Ignite and Inferno in a fire-build context, but the cited passage does not establish their individual mechanics or unlock routes, so those should not be assumed from the names alone.

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How to unlock abilities

Spoilers: the following route details name Faults, bosses, and the ability choices associated with them. The routes below are from the Epic guide, not an official complete catalog.

Fault or encounter Abilities listed by the Epic guide
Downtown Fault, during Orientation Double-Jump, Elevate, Rush
West Incursion Zone Fault Shift
Evacuation Zone Fault Reach
The Artist Barrage, Volatile Anomaly, or Shield
The Dancer Push or Ground Slam
The Collective Spore Burst or Growth
The Physicist Spike or Astral Rebuke
Unknown Resonant Command

Remedy’s official progression overview says abilities come from defeating Resonants, some encounters branch into distinct playstyles, and not everything can be unlocked in a single playthrough. The Epic guide separately describes a sixth ability slot and says a Resonant Token can unlock an additional combat ability in the Gap. These are different parts of progression: encounter choices determine what you acquire, while the slot and token concern equipping or adding a combat ability.

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Adjust difficulty or ability friction with Assist Mode

If ability resource management or the combat pace is getting in the way, Remedy says Assist Mode can be changed at any point during gameplay. The September 10, 2026 PlayStation Blog article by Remedy Lead Gameplay Designer Sergey Mohov lists adjustments including Power Recovery Speed, Incoming Damage, Outgoing Damage, Outgoing Falter, Perfect Dodge Window, and Enemy Aggression. Remedy says trophies and achievements are not gated behind Assist Mode. Changing the setting that addresses your specific difficulty can make combat more manageable without requiring you to abandon the ability system.

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