Spoilers for boss names and mission routes. In Control Resonant, abilities come from different progression systems: traversal powers are found at Faults, supernatural combat abilities are earned from Resonants, and weapon forms and passive talents are separate build choices. Some Resonant rewards are mutually exclusive, so you cannot collect every branch in a single first playthrough.
How ability unlocks work
Remedy describes supernatural combat abilities, weapon forms, and talents as three distinct progression pillars. Defeating Resonants grants unique combat abilities, and some bosses offer a choice between branches; Remedy says not everything can be unlocked in one playthrough. Remedy’s combat and buildcrafting overview explains the system, while the specific names and routes below are reported by Epic Games Store’s September 23, 2026 ability guide.
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The list is therefore not one universal checklist: traversal powers have story-gated locations, boss rewards can branch, and weapon moves require their own progression. The descriptions and routes below are guide-reported rather than a complete official Remedy catalog.
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Traversal abilities and where to find them
Epic’s guide places these powers at Faults encountered along the story route. They are for movement and exploration, not Resonant boss rewards.
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| Ability | Reported unlock location | What it does |
|---|---|---|
| Double-Jump | First Fault in Downtown during the early Orientation mission | Adds a second jump for crossing gaps and reaching higher areas. |
| Elevate | First Fault in Downtown during Orientation | Lets Dylan float and glide. |
| Rush | First Fault in Downtown during Orientation | Increases movement speed and clears negative status effects. |
| Shift | Fault in the West Incursion Zone | Manipulates plane and orientation to traverse altered gravity and geometry. |
| Reach | Fault in the Evacuation Zone | Works like a grapple, pulling Dylan toward spherical points across gaps. |
These powers follow story progression rather than carrying over into New Game Plus. Lead gameplay designer Sergey Mohov wrote that traversal abilities remain tied to story progression and how the world unfolds in his April 30, 2026 New Game Plus explanation.
Resonant boss abilities and reported choices
Epic’s guide reports the following boss rewards, options, and effects. Where a boss presents alternatives, treat them as a build choice rather than assuming both can be claimed during that encounter.
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The Artist — Orientation
- Barrage: throws projectiles at enemies.
- Volatile Anomaly: summons an entity that can also be thrown.
- Shield: absorbs damage and supports a dodge-triggered Shield Bash.
The Dancer — West Incursion Zone
- Push: sends enemies away.
- Ground Slam: deals area damage.
The Collective — Park
- Spore Burst: rapidly fires Mold projectiles; Mold-based attacks apply Infected.
- Growth: summons up to two worm-like allies; Mold-based attacks apply Infected.
The Physicist — Underpass
- Spike: summons an Astral Spike that attacks nearby enemies.
- Astral Rebuke: erupts beneath enemies and launches them for aerial follow-up. The guide says both choices apply Astralized.
Unknown Resonant — The Unknown Resonant mission
- Command: temporarily turns an enemy into an ally. According to Epic’s guide, recasting requires purple Command Charges.
Sixth ability slot, tokens, and one-playthrough limits
Epic’s guide says a Resonant Token can unlock a combat ability in The Gap and names Pope’s Research in the Unknown sector as one token source. Its example is pairing Inferno with an earlier Ignite choice. That is a reported route and example, not a complete official inventory of token locations.
Because Remedy confirms that some Resonant rewards branch and not every ability is available in one first playthrough, plan for a focused build rather than expecting to fill every branch before the credits. Remedy’s description of combat progression establishes that restriction; its later New Game Plus details say combat progression persists while traversal abilities do not.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Weapon forms and finishers are a separate progression track
Weapon options are related to combat builds but are not the supernatural abilities listed above. Epic reports that the initial primary Aberrant form is chosen from Strike, Glaive, or Cleave; a secondary form later comes from Extend, Drill, or Crush. Its guide also lists six combo finishers, including Concussive Beatdown and Split Orbit, and says maneuvers can be unlocked with Living Shard materials and changed in the Loadout menu. These reported counts and routes come from Epic’s guide; Remedy’s overview likewise treats weapon forms separately from supernatural combat abilities.
Passive talents are another distinct build pillar. They are not additional Resonant boss powers, and the available sources do not provide a complete named talent-by-talent unlock route here.
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