CONTROL Resonant offers a wide variety of combat abilities to unlock and equip, and you can earn them by defeating Resonants. However, the exact skills you get will depend on which part of the campaign you’re clearing.
Table of contents
How to unlock all combat abilities in CONTROL Resonant
The tables below has a list of all the different combat abilities you can unlock inside the game. I have divided the tables across specific regions to make things easier for you.

Prologue
Defeating the Artist grants you three different skills to pick from.
| 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
Once you defeat the Dancer, you unlock two more skills.
| 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
You get two more skills after defeating the Collective.
| 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
You get two more skills after defeating the Deserter.
| 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
You get two more skills after defeating the Physicist.
| 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’ll unlock the final one, a.k.a. Command, after defeating the Co-Director. It’s an immensely strong skill that allows you to control an enemy and make it your ally.