Control Resonant changes the combat style of the original Control in a big way. Instead of Jesse Faden’s shapeshifting Service Weapon, players control Dylan Faden and fight mainly at close range with the strange, living weapon called the Aberrant. Dylan also has supernatural combat abilities, Talents, and Artifacts that can be combined to create different playstyles.

What are Control Resonant Builds?
Control Resonant builds are more than just choosing the weapon or ability with the biggest damage number. The systems are designed to work together and your melee attacks help fuel your supernatural abilities, those abilities can create openings and those openings can lead to executions and more melee damage. Remedy describes the build system around three major pillars: Combat Abilities, Aberrant Weapon Forms, and Talents.
How the Basic Combat Loop Works
The easiest way to understand Dylan’s combat in Control Resonant is to think of it as a cycle.
Melee attacks → build your resource → use supernatural abilities → create openings → execute enemies → gain a temporary melee advantage → attack again.
Melee hits give Dylan the meter he needs for special moves. He can stun foes with those skills. Executions can also boost melee damage for a short time so the skills are not meant to fully swap out the Aberrant.
A solid setup uses both. Say a player starts with fast melee strikes to charge the meter and then they use a supernatural power to keep multiple enemies under control. After that, they execute a vulnerable target and once the brief damage boost kicks in, they swing at a stronger enemy.

The Aberrant is the center of your Build
Dylan’s melee weapon is called The Aberrant. It is not stuck to one setup and it can shift into other shapes mid-fight.
In the gameplay videos, you can see several versions of The Aberrant. Some look like heavy hammer attacks and others use blades. There is also a scythe-like form and you will see that more layouts show up too.
Your Aberrant setup can be thought of in three parts:
| Build Part | Main Purpose |
| Primary Form | Your normal attack style |
| Secondary Form | Heavy, special, or charged attacks |
| Combo Ender | Finishes an attack sequence with a powerful move |
When you set up a build, you can use this as a rough map. First choose one main form you like best and then add the other forms to cover the weak spots you see in that main pick.
Combat Abilities come from Resonants
Resonants are tied to a key progression system and they usually appear in major boss battles. When Dylan beats a Resonant, you will see that he unlocks a new supernatural move.
Some boss fights also force you to choose between different ability picks. Remedy has said you will not collect every ability in a single run. So the rewards from bosses matter when you decide how to build Dylan’s story.
Abilities shown in public include a shield, attacks that fire from range, control effects for groups and summon themed options. Xbox Wire also posted a build tip where supernatural tools help keep enemies pinned while Dylan shifts position and looks for openings.

Talents add the small details
Your growth depends a lot on Talents. Remedy frames Talents as a way to make Dylan’s supernatural skills work a lot better with his close fights. You can spot it in how dodging feels, how melee moves change and how you gain resources.
There are also extra follow up hits that show up after you shift your position and the safest approach with Talent points is to support the way you already play.
If you dodge often, take the Talents made for dodges and movement. If you spend time using heavy strikes, choose upgrades that make those hits land better. And if your setup leans on supernatural powers, then options tied to resources can help more than you might expect.
Progression is about Specialization
One of the most interesting parts of Control Resonant is that your choices help determine what kind of Dylan you create.
| System | What It Changes |
| Aberrant Forms | How Dylan attacks |
| Form Upgrades | How individual weapons behave |
| Combat Abilities | Special supernatural powers |
| Talents | Passive bonuses and synergies |
| Artifacts | Extra passive effects |
| Resonant Choices | Important ability decisions |

Simple Control Resonant Builds Ideas
You can start thinking about Control Resonant Builds using broad roles rather than exact item names.
Fast Melee Build
Pick a quick Aberrant form for your main weapon. Put your Talents into moving well and staying hard to hit. Keep the pressure up with steady strikes and use a heavier second form when you need to deal with enemies that need more punch.
Heavy Stagger Build
Run a heavy form as your main choice. Pair it with Talents or skills that help you land staggers more often. Try to make clear openings where the enemy is not ready to respond and then hit hard during those short safe windows.
Ability Focused Build
Rely on melee mostly to build the resource for your supernatural abilities. Pick abilities that can pin enemies in place or split them up by creating openings and after that, switch to the Aberrant to end targets that are exposed.
Crowd Control Build
You should choose abilities and weapon forms that can deal with many enemies at the same time. Stay ready for the fight as it spreads across the field and try to keep your strongest strike saved for an elite target.

Final Thoughts
Different forms, abilities, Talents, and Artifacts can support completely different combat styles. This is why Remedy built the action game with experimentation in mind. You are meant to try new setups again and again in later runs.
Here is the easiest way to picture how Control Resonant builds work.
- Start with one kind of fight you want to use.
- Add Aberrant forms that fit that choice.
- Pick supernatural abilities that cover what that fight lacks.
- Use Talents and Artifacts to make the same tactic stronger again and again.
With the game set to launch on September 24, 2026, any final build rankings should wait until after the full release.
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