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Control Resonant Abilities: All Combat Powers & Traversal Skills

Every confirmed combat ability and traversal skill in Control Resonant — Shield, Seekers, Barrage, Heat Wave, Mold Turrets, Reach, Shift, and how you earn them.

9/16/2026 Last updated: 9/16/2026 2 min read
Control Resonant Abilities: All Combat Powers & Traversal Skills

How do you unlock abilities in Control Resonant?

Combat abilities come from Resonants — the major bosses anchoring each zone — and some grant a choice of one of three powers, which is a real build decision since first runs can’t equip everything (see New Game Plus for how choices expand later). Traversal abilities instead come from Faults, dungeon-like spaces such as the Metro Fault, where Reach — the grapple-equivalent — is earned.

What are the confirmed combat abilities?

Ability What it does
Shield Rock shield that bulldozes into enemies and builds their stun meter
Seekers Summons a telekinetic entity you can launch at targets
Barrage Projectile barrage — the ranged pressure option
Push Forceful knockback for space control
Ground Slam AoE impact for grouped enemies
Heat Wave Fire wave that burns — melts Mold armor plating
Heat Aura Sustained burn effect around Dylan
Mold Turrets Deploys independent Mold summons that fight for you

Abilities spend Power, which only refills through melee hits — every power is downstream of aggression, per the combat loop. Mold-armored enemies can be cracked by Heat Wave/Heat Aura or smashed open with a heavy Aberrant form like Crush — there’s no single required solution.

Dylan faces corrupted enemies with charged fists on a rain-soaked street — official Control Resonant screenshot

What are the traversal abilities?

  • Reach — grapple/teleport earned in the Metro Fault; opens grapple points across Manhattan
  • Shift — redirects gravity to walk any plane; used for Gravity Anomalies
  • Dash, double-jump, air-dash, and glide — the core movement kit

Traversal abilities do not carry into New Game Plus — they’re re-earned each run, which keeps zone gating intact.

Which abilities should you pick from boss choices?

Until launch testing lands, the safe read: take the option that patches your Aberrant loadout’s weakness. Melee-heavy builds want Barrage for flyers; crowd-clear builds want Shield or Ground Slam for Falter farming. We’ll publish tested picks once the game is out September 24.

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