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Abilities - Version 7 vs Version 8
Oct 9, 2026, 10:55 PM
Added October updates and fixes
Oct 10, 2026, 12:44 AM
Qualified the unresolved relationship between Seekers and the Volatile Anomaly
11Abilities in Control Resonant are the paranatural half of Dylan Faden's kit, sitting alongside the melee forms of the Aberrant. They come in two groups that behave differently. Traversal abilities come from Faults early in the campaign and stay for the rest of the run, and a pool of combat abilities grows across the campaign, paid for out of a meter that melee strikes refill. This page is the index for both. For the weapon half of the loop see Melee Combat, and for where abilities are equipped and tuned see The Gap and Talents.2233Control Resonant was released on September 24, 2026. This page draws on Remedy's own text, the game's options menu and achievement list, the launch hotfix notes, and guides to the released game, up to September 27, 2026. Reviews of the finished game were published on September 18, 2026. Several ability names that were first seen in pre-release demos are now confirmed by the released game, so the old demo-only list has been folded into the main table.4455Two Kinds of Ability6677The split matters because the two groups are acquired differently, cost differently, and behave differently when a campaign is finished and restarted.8899GroupHow it enters the kitWhat it costsCarried into New Game PlusTraversal abilitiesEarned from the world rather than from a boss or a shop. Guides to the released game credit Double Jump to the opening Fault in Downtown, Shift to The Incursion Fault and Reach to The Subway Fault.No meter cost. Once unlocked they are always available.No. Traversal abilities reset and are re-unlocked as the world opens up again. See New Game Plus.Combat abilitiesOffered by a defeated Resonant. Three are offered after the first Resonant and two after most later ones, and the player keeps one per fight on a first playthrough. The pick can be redone at the Mural in the Gap by spending a Reset Item.Paid out of the Combat Ability resource, which melee hits with the Aberrant refill.Yes. Every ability earned from a Resonant persists, and NG+ additionally allows more than one from the same Resonant.1010Confirmed Abilities11111212The table below lists the abilities recorded for the released game. Barrage, Push, Shield, Spore Burst and the Volatile Anomaly are named in Remedy's own text or in the options menu's ability toggles; the other names are the ones guides to the released game use consistently. The full roster of Dylan's paranatural abilities is broader than the names recorded here: the rewards of the last two Resonants are left off this page to avoid late-game spoilers. The Earned From column gives the Resonant or quest that offers each ability, according to guides to the released game.1313141415-AbilityKindEarned FromWhat It DoesDouble Jump, Elevate and RushTraversalThe opening Fault in Downtown, before the first ResonantA double jump with an air dash, Elevate for extra height and distance, and Rush, the sprint. The Gameplay options include an Automatic Rush setting that keeps Dylan sprinting without holding the button.ReachTraversalJesse Sightings: The Subway Fault, in the Evacuation ZoneA grappling pull that moves Dylan straight to a target point, used to climb the warped vertical spaces of Manhattan; the floating distortion spheres placed at ledges and gaps are its grapple points, according to hands-on coverage and guides to the released game.ShiftTraversalJesse Sightings: The Incursion Fault, in a West Incursion Zone parking garageRedirects momentum through a Gravity Anomaly rather than fighting the field, and lets Dylan align his gravity with it to walk along certain surfaces. Converts a fall into a directional dash and turns rotating geometry into a route. An options-menu setting called Shift Tunnelling narrows the view during a Shift for players sensitive to motion.BarrageCombatThe Artist, the first ResonantLaunches projectiles against enemies, in Remedy's own words, and has a toggle row in the options menu. Coverage of the June 2026 hands-on build and of the gamescom demo describes the projectiles as rocks pulled from the ground and adds that the ability raises Falter rather than health damage; that Falter detail comes from the pre-release demos and has not yet been checked against the released game.Volatile AnomalyCombatThe ArtistRemedy describes it as a turret-like ally that can be thrown and detonated, and guides to the released game describe it as summoning an explosive ally. It fills the slot that Remedy's pre-release material, from March 2026 through the June 2026 hands-on build, gave to an ability called Seekers, which was offered at the same point alongside Barrage and Shield.ShieldCombatThe ArtistA defensive placement that doubles as a close-range offensive tool. Public previews show Dylan blocking and deflecting a Resonant strike with it, then countering through the opening. In the June 2026 hands-on build it was a shield of floating rocks that Dylan could dash into enemies with, and guides to the released game say that dashing into an enemy with it deals heavy Falter; one guide adds a talent that lets the Shield be detonated for extra damage. The options menu lists a Shield toggle: with it on, the ability is tapped on and off; with it off, the input is held.Ground SlamCombatThe Dancer, in the West Incursion ZoneSlams Dylan down into the ground from the air.PushCombatThe DancerFires a telekinetic pulse that knocks a cluster back and opens the space for a melee string. Often used as an opener. Push is the name the options menu uses; earlier previews called it a force-push.IgniteCombatThe Deserter, in CentralSets the Aberrant ablaze, adding Burning and extra Falter to melee hits. One guide adds that it briefly engulfs Dylan too, clearing the Infected status at the cost of a little health.InfernoCombatThe DeserterUnleashes short-range waves of fire.Spore BurstCombatThe Collective, beneath The ParkNamed in the options menu's ability toggles. Fires a rapid burst of Mold projectiles that build the Infected status on a target. In the gamescom demo it was one of the two choices offered after the Resonant fight.GrowthCombatThe CollectiveSummons a Mold turret that fires Infected projectiles at nearby enemies. It is a different ability from the Volatile Anomaly.SeekersPre-release nameOffered after the first Resonant in the June 2026 hands-on buildSummoned a volatile telekinetic entity that attacked on its own once deployed and could be thrown directly at a target as a single heavy hit. Remedy's own pre-release material used the name from March 2026, but no first-party text or guide uses it for the released game, where the Volatile Anomaly is offered at the same point.Remote explosionsPre-release descriptionPre-release materialDetonations triggered at range for area damage and mid-combo pressure. No ability by that name appears in the released-game roster recorded here; the Volatile Anomaly, which is thrown and detonated, is the closest match.Mold TurretsPre-release descriptionPre-release materialPre-release coverage described an emplacement tied to the Mold that fires independently and applies harmful status effects. Previews also described a turret thrown as a bomb, which matches a different pre-release ability, Seekers. In the released game the Mold turret is Growth, and the thrown explosive ally is the Volatile Anomaly.15+AbilityKindEarned FromWhat It DoesDouble Jump, Elevate and RushTraversalThe opening Fault in Downtown, before the first ResonantA double jump with an air dash, Elevate for extra height and distance, and Rush, the sprint. The Gameplay options include an Automatic Rush setting that keeps Dylan sprinting without holding the button.ReachTraversalJesse Sightings: The Subway Fault, in the Evacuation ZoneA grappling pull that moves Dylan straight to a target point, used to climb the warped vertical spaces of Manhattan; the floating distortion spheres placed at ledges and gaps are its grapple points, according to hands-on coverage and guides to the released game.ShiftTraversalJesse Sightings: The Incursion Fault, in a West Incursion Zone parking garageRedirects momentum through a Gravity Anomaly rather than fighting the field, and lets Dylan align his gravity with it to walk along certain surfaces. Converts a fall into a directional dash and turns rotating geometry into a route. An options-menu setting called Shift Tunnelling narrows the view during a Shift for players sensitive to motion.BarrageCombatThe Artist, the first ResonantLaunches projectiles against enemies, in Remedy's own words, and has a toggle row in the options menu. Coverage of the June 2026 hands-on build and of the gamescom demo describes the projectiles as rocks pulled from the ground and adds that the ability raises Falter rather than health damage; that Falter detail comes from the pre-release demos and has not yet been checked against the released game.Volatile AnomalyCombatThe ArtistRemedy describes it as a turret-like ally that can be thrown and detonated, and guides to the released game describe it as summoning an explosive ally. The pre-release material, from March 2026 through the June 2026 hands-on build, described a similar ability called Seekers, which was offered at the same point alongside Barrage and Shield. Its relationship to the later Volatile Anomaly remains unconfirmed.ShieldCombatThe ArtistA defensive placement that doubles as a close-range offensive tool. Public previews show Dylan blocking and deflecting a Resonant strike with it, then countering through the opening. In the June 2026 hands-on build it was a shield of floating rocks that Dylan could dash into enemies with, and guides to the released game say that dashing into an enemy with it deals heavy Falter; one guide adds a talent that lets the Shield be detonated for extra damage. The options menu lists a Shield toggle: with it on, the ability is tapped on and off; with it off, the input is held.Ground SlamCombatThe Dancer, in the West Incursion ZoneSlams Dylan down into the ground from the air.PushCombatThe DancerFires a telekinetic pulse that knocks a cluster back and opens the space for a melee string. Often used as an opener. Push is the name the options menu uses; earlier previews called it a force-push.IgniteCombatThe Deserter, in CentralSets the Aberrant ablaze, adding Burning and extra Falter to melee hits. One guide adds that it briefly engulfs Dylan too, clearing the Infected status at the cost of a little health.InfernoCombatThe DeserterUnleashes short-range waves of fire.Spore BurstCombatThe Collective, beneath The ParkNamed in the options menu's ability toggles. Fires a rapid burst of Mold projectiles that build the Infected status on a target. In the gamescom demo it was one of the two choices offered after the Resonant fight.GrowthCombatThe CollectiveSummons a Mold turret that fires Infected projectiles at nearby enemies. It is a different ability from the Volatile Anomaly.SeekersPre-release nameOffered after the first Resonant in the June 2026 hands-on buildSummoned a volatile telekinetic entity that attacked on its own once deployed and could be thrown directly at a target as a single heavy hit. Remedy's own pre-release material used the name from March 2026. Its September 15, 2026 description names a similar ability, the Volatile Anomaly, and guides offer it at the same point in the released game; the relationship between the names remains unconfirmed.Remote explosionsPre-release descriptionPre-release materialDetonations triggered at range for area damage and mid-combo pressure. No ability by that name appears in the released-game roster recorded here; the Volatile Anomaly, which is thrown and detonated, is the closest match.Mold TurretsPre-release descriptionPre-release materialPre-release coverage described an emplacement tied to the Mold that fires independently and applies harmful status effects. Previews also described a turret thrown as a bomb, which matches a different pre-release ability, Seekers. In the released game the Mold turret is Growth, and the thrown explosive ally is the Volatile Anomaly.1616Reach and Shift17171818Neither Reach nor Shift is gated behind a late-game unlock: Shift comes from the West Incursion Zone's Fault and Reach from the Evacuation Zone's, and both zones open soon after Central.19192020Reach is not handed over by a boss. In the released game it is the reward for Jesse Sightings: The Subway Fault, a quest in the Evacuation Zone that guides place at Railyard Street Station. Gameplay footage released in August 2026 showed the same mission under the name Metro Fault: a self-contained descent into the Manhattan subway where the trains have come loose from physics and the Mold holds the tunnels. Finishing the descent is the unlock, and Reach is what lets Dylan scale the twisted vertical surfaces above ground afterwards. Only one of the Jesse Sighting quests grants Reach.21212222Shift is the ability the Gravity Anomalies are built around. Remedy describes it as redirecting momentum through an anomaly instead of fighting its pull, which turns a distortion that first reads as an obstacle into a traversal tool. Guides to the released game place it at the end of Jesse Sightings: The Incursion Fault, in a parking garage in the West Incursion Zone, and it is needed to reach the Dancer's theater in the same zone.23232424Shift also lets Dylan settle onto a vertical surface, move along it on foot and fight from there, as both a June 2026 hands-on and an August 2026 show-floor demo showed. The Gravity Anomalies page covers how that turns walls into standing room during a fight.25252626The Combat Ability Resource27272828Combat abilities do not sit on their own bar. Landing melee strikes with the Aberrant refills the Combat Ability resource, and spending that meter on a power does damage and applies stun at the same time. A stunned target whose Falter meter has topped out is open for an execution, and executions grant Dominance, a temporary buff to melee damage that carries into the next string. Abilities are therefore the hinge in the loop rather than a side option: the meter only builds while swinging, and it only pays off if the player keeps swinging afterwards.29293030The resource has a name in the options menu and in coverage of the finished game: Power. Combat Abilities consume Power, melee attacks regain it, and the Assist Mode slider that tunes the refill rate is labelled Power Recovery Speed. Two further pieces sit on the same loop. A Perfect Dodge, a dodge timed precisely against an incoming attack, is a mechanic in its own right: Assist Mode carries a Perfect Dodge Window slider, and time briefly slows on a successful one; the Steam achievement Paranatural Agility asks for "3 Perfect Dodges in less than 6 seconds." Demo coverage also described a temporary damage boost after a Perfect Dodge. Status effects feed the Falter meter too: Burning and Infected are both reported to speed up Falter buildup, and Dylan can suffer both effects himself. Guides to the released game add that maxing out Burning and Infected on the same target makes them cancel out in a powerful explosion, which is why Spore Burst pairs well with Ignite.31313232The rate at which that layer returns is adjustable. Remedy has published a per-mechanic Assist Mode, described on September 10, 2026 by lead gameplay designer Sergey Mohov, whose named settings include Power Recovery Speed. The sliders move in both directions rather than only making the game easier, and Assist Mode can be toggled at any point during play.33333434Abilities also have a strength stat of their own. The launch hotfix 1.3.3, released on September 24, 2026, raised the maximum Ability Strength and the maximum Aberrant Strength, on a curve with progressively larger increases toward the end of the game. The same hotfix changed the English description of Build Power, the figure that sums up a build, to read "From unlocked Combat Abilities, Aberrant forms/upgrades, Talents, and Core Upgrades." Zone progression and Build Power are covered on Zone Levels.35353636Where Abilities Come From37373838The build layer is not filled from a shop. Defeating a Resonant moves Dylan into the Gap, where two or three combat abilities are put on the table and the player takes one: three after the first Resonant, The Artist, and two after most of the later ones, according to guides to the released game. The pick is exclusive on a first playthrough, but it is not locked in. At the Mural in the Gap, one Reset Item re-chooses every ability pick at once; Reset Items are sold by vendors in limited numbers and also drop from some quests. The launch hotfix made respecs permanently cheaper, stocked more Reset Items at all vendors, and made the Artist drop two Reset Items instead of one. Remedy's launch patch notes name three Resonants, the Artist, the Dancer and the Deserter. New Game Plus relaxes the exclusivity: on a second run Dylan can equip more than one ability sourced from the same Resonant, which is the main reason NG+ exists as a buildcrafting playground.39394040Not every Resonant has to be beaten. Coverage of the gamescom demo and reviews of the finished game agree on the shape of it: the first and last bosses are fixed, the Resonants between them can be fought in any order, and only a few are required to finish the story. The rest can be left for later or skipped, which means part of the combat ability pool is optional on any given run. The demo also showed where the pick happens: straight after the fight, Dylan is moved into the Gap and chooses there, in that session between Spore Burst and a Mold ally that fires on enemies, which the released game calls Growth. There are six Resonants, one in every zone except the Evacuation Zone, and The Park's Resonant is optional.41414242Slotting and Tuning43434444Equipping happens inside the Gap, the diegetic mind-palace space where the loadout is assembled. Which abilities are active for the current build is chosen there, at the Mural, alongside the Aberrant form set and the talent tree.454546464747LayerWhat it does to abilitiesThe GapHolds the ability slots. Abilities earned from Resonants are equipped and swapped here, and unequipped ones remain visible in the same space.TalentsPassive nodes that tune how a power behaves in practice, including stun timing and resource cost. Branches are mutually exclusive, so one playthrough cannot tune every ability.ArtifactsPassive modifiers that skew the resource economy, biasing the curve toward earlier ability spends or toward longer combos before one.New Game PlusCarries combat abilities over, unlocks additional talent nodes that connect abilities to Aberrant attacks the base game cannot reach, and resets traversal abilities.4848The released game has six ability slots, split into two sets of three: three Combat Abilities are live at a time, and a button swaps between the two sets mid-fight, according to guides to the released game. A platform-holder hands-on with the finished game, published on September 18, 2026, and the gamescom demo described the same structure before launch. Remedy has not published the slot count in its own text.49495050Shown in the gamescom Demo51515252The first public playable build, shown at gamescom in August 2026, put further ability names on screen. All three carried into the released game. Barrage is named by Remedy and appears in the options menu, so it sits in the table above. Dominance is named in the Steam achievement Intense Precision ("Keep Dominance active for 60 seconds."). Ignite is one of the two abilities offered after the Deserter, according to guides to the released game. All three were mapped to separate inputs alongside the Aberrant strings, and the same session showed a fight continuing across reoriented surfaces after the player shifted gravity to walk the walls of an arena.53535454Dominance is a buff rather than a slotted ability. Reviews and guides to the released game describe it the same way the demo coverage did: executing a faltered enemy grants a short window of sharply increased damage, and the demo's presenters summarised the loop as attack, use abilities, cause Falter, execute to gain Dominance, and hit harder again. The name is first-party through the achievement; Remedy has not published a written definition of the buff.55555656Ignite was first described in coverage of the gamescom demo as dealing fire damage and applying the Burning status at the same time. In the released game it is the fire enhancement offered alongside Inferno after defeating the Deserter in Central's Patterned Factory, and reviews of the finished game describe the same effect: it adds fire damage and raises Falter output. The Mold is vulnerable to fire, and Burning speeds up the Falter meter.57575858October 2026 Ability Fixes59596060ChangeDetails1.4.0: Rush tutorialThe Rush tutorial now explains that Rush can remove status effects.1.4.0: PushEnemy reactions to Push were improved in Gravity Anomalies and for miniboss or heavy enemies.1.4.0: Enemy LeashingWhen Leashing enemies return to their allowed area, they regenerate Falter instead of becoming immune to it.1.4.0: Ground SlamGround Slam now works when Dylan hits his head on a low ceiling.1.4.0: Shield and WalletWallet's Artifact effect now applies correctly to Shield.1.4.0: Shield visualsShield no longer leaves corrupted shadows trailing Dylan when it blocks an explosive attack.1.4.0: Astral RebukeAstral Rebuke's lifetime was increased slightly; no numerical duration was given.1.4.0: Swarm SatellitesSwarm Satellites now deal damage to one another after Command is used.1.4.1: ElevateFixed Dash canceling while using Elevate.6161Unconfirmed Details62626363The following were not covered by first-party material before release and have not yet been checked against the released game:64646565Damage values, cooldowns, ranges and exact resource costs for every named ability, and what Ability Strength changes in numbers.Default inputs for Reach, Shift and each ability slot on each platform, and whether either traversal ability carries a charge or a cooldown. The options menu shows toggle rows for Barrage, Push, Shield and Spore Burst and a Gap Transition toggle; Remedy has not published default binds, and this page will add them from the released game.Which talent nodes modify which abilities, and the structure of the exclusive branches that gate them.Whether a Resonant can be re-fought inside a single playthrough. Re-picking an ability does not need a re-fight, since the Mural handles it.How many Volatile Anomaly or Growth summons can be active at once.66666767This page will be updated as the released game is documented.