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.

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?