CONTROL Resonant: All Combat Abilities & How to Unlock Them

CONTROL Resonant: All Combat Abilities & How to Unlock Them

CONTROL Resonant throws you into a room where the lights go out and an enemy’s silhouette breathes behind a cracked radio. I froze, recalculated my power meter, and watched a single skill decide whether I’d survive. You learn fast: the wrong ability feels like bringing a knife to a gunfight.

Observation: You collect skills the way you graze ingredients at a midnight convenience store — scattered, specific, and sometimes hidden behind a counter. How to get every combat ability in CONTROL Resonant

I’ve chased every Resonant, fought each boss, and cataloged the rewards so you don’t waste time re-running areas. You pick up Combat Abilities by defeating Resonants tied to campaign beats across Remedy’s map — on Steam, PlayStation, and Xbox — and then choosing which one to equip. Think of your loadout as a Swiss Army knife: one tool for crowd control, another for single-target demolition. Use the tables below as your quick reference so you can swap into whatever role you need mid-fight.

Dylan stands by a dog in Central in CONTROL Resonant. A dog toy is highlighted below some lasers.
Screenshot by Moyens I/O

How do I get every combat ability in CONTROL Resonant?

You take them from the Resonants you beat during the campaign. Each major boss drop gives you a choice of skills. If you want everything, follow the story missions in order and pick the skills you don’t yet own when the game offers them. I recommend keeping one defensive, one crowd-control, and one damage option active so you can adapt without backtracking into earlier zones.

Which Resonant drops which skill?

Each named encounter hands out a small pool of choices. Below I’ve grouped the skills by the area and the boss that hands them to you, so you know what to expect after a fight. If a skill doesn’t excite you in the moment, grab the other one and come back later — many players sell or trade skills in loadouts as they test combos.

Is Command worth saving for last?

Command arrives late and is a game-changer: you take control of an enemy and turn it into an ally. Yes, it’s strong, but it fills a specific tactical gap more than it replaces primary damage tools. If you like playing with allies and creating chaos, keep a slot open for it.

Prologue

Beat the Artist and choose from three early options. Each shapes how the first fights feel.

Skill How it Works Stats
Barrage Shoots projectiles at enemies and does damage upon impact. Damage type: Blunt
Damage: 60-189
Falter: 12-36
Power Cost: 400
Volatile Anomaly You can summon an ally and then throw it at enemies to detonate. Does more damage if the ally has low health. Projectile damage type: Blunt
Projectile damage: 15
Explosion damage type: Blunt
Explosion damage: 150-350
Projectile Falter: 5
Explosion Falter: 25-180
Power Cost: 300
Power Cost — Throw: 120
Shield Allows you to absorb damage depending on its durability, which is equal to your Power meter. Damage type: Blunt
Damage: 263
Falter: 158
Power Cost – Shield Bash: 180
Power Cost – Activation: 150

West Incursion Zone

After you clear the Dancer, two more options land in your arsenal. These shift how you handle open rooms vs choke points.

Skill How it Works Stats
Push Push enemies backward, and you can manipulate their position to throw them into hazards. Damage type: Raw
Damage: 52-105
Falter: 5-16
Power Cost: 200
Ground Slam Does AoE damage when you slam down enemies from above. Damage type: Raw
Damage: 241-483
Falter: 21-31
Power Cost: 630

The Park

Defeat the Collective and these two skills arrive — ideal for spreading status or building infection stacks in chaos-heavy fights.

Skill How it Works Stats
Spore Burst Build up infected and fire Mold projectiles at enemies. Damage type: Raw
Damage: 52-105
Falter: 5-16
Power Cost: 200
Growth Shoot spores at enemies using a Spore ally. Also builds up infected over time. Damage type: Mold, Sharp
Falter: 2
Power Cost: 200
Mold Ally Cap: 2

The Central

Clear the Deserter and you get fire-based tools that change how damage over time works versus single hits.

Skill How it Works Stats
Ignite All kinds of attacks do fire damage that inflict burns. Bonus Fire Damage: 20-39
Bonus Falter: 5-5
Power Cost: 150
Power Cost per Second: 45
Inferno Creates fire waves that damage enemies and apply burn. Damage type: Fire
Falter: 13
Power Cost: 200

The Underpass

The Physicist drops two astral options that favor single-target crowd control and lift plays.

Skill How it Works Stats
Spike Attacks enemies with your Astral Spike and asks it to knock them down. Damage type: Astral
Damage: 31-315
Falter: 8-55
Power Cost: 305
Astral Rebuke Release a homing spike that erupts under the enemies and throws them in the air. Damage type: Astral
Damage: 394
Falter: 49
Power Cost: 155

You get the final option—Command—after defeating the Co-Director. Command forces an enemy to fight for you and reshapes fights in unexpected ways; it’s especially fun if you enjoy chessier AI tricks. If you’re tuning builds on Steam, on PlayStation, or through community tools like Nexus mods or build guides on Reddit and IGN, save a slot for Command and experiment: letting an enemy take a bullet can sometimes be the smartest play. Play testing felt like throwing a stone into a calm pond — the ripples last longer than you think.

So which combination will you take into the next boss room?