Control Resonant replaces the linear progression of the first game with a proper skill tree system split across two branches: Form Mastery for your weapon, and Resonance for Dylan Faden's paranatural powers. If you're planning your first build or wondering whether you can fix a bad spec, here's everything confirmed about how the system works.
How the Skill Tree Is Structured
The skill tree isn't a single chart — it's two parallel progression systems that interact:
| Branch | What It Governs | How You Upgrade | |---|---|---| | Form Mastery | The five Aberrant weapon forms | Per-form skill trees unlocked by using that form | | Resonance Abilities | Dylan's supernatural powers (movement, defense, offense) | Shared pool of ability points invested across categories |
Both systems use points earned by playing — no microtransactions, no random drops. The design philosophy Remedy has emphasized is "experimentation without punishment": you can reallocate everything, and the game expects you to try multiple builds before settling on one.
Form Mastery: Weapon Upgrade Trees
Each of the Aberrant's five forms has its own mastery track. Investing in a form improves its combat performance and unlocks new capabilities.
What Form Mastery Upgrades Do
Based on hands-on coverage and official descriptions, Form Mastery trees improve weapons in three directions:
- Damage scaling — Raw output increases as you invest points, with diminishing returns at higher tiers.
- Move unlocks — New combo finishers, charged attack variants, and aerial strings open up as you deepen a form's mastery.
- Utility bonuses — Some nodes reduce stamina cost, extend dodge-cancel windows, or improve the form's interaction with the Gap system.
Form Mastery by Weapon
| Form | Mastery Focus | Best For | |---|---|---| | Dual Blades | Attack speed, combo extension, crowd coverage | Players who want fast, reactive combat | | Axe | Stagger potency, charged damage, armor penetration | Single-target burst and boss killing | | Scythe | Combo fluidity, mobility weaving, balanced scaling | Versatile builds that mix offense and movement | | Whip | Range extension, pull/lockdown utility, aerial control | Ranged poking and crowd management | | Heavy Hammer | Armor break speed, area slam radius, raw damage | Elite/boss encounters and armor-heavy encounters |
Form Mastery rewards focus. A partially upgraded Dual Blades is weaker than a fully upgraded one, and the move unlocks at deeper tiers are where the combat really opens up. Pick one form to main for your first 5–8 hours, then branch out once you have a comfort pick.
Resonance Abilities: Dylan's Power Tree
While Form Mastery handles your weapon, Resonance abilities handle everything else. This is Dylan's paranatural toolkit — the powers that distinguish him from a standard action-game protagonist.
Confirmed Resonance Categories
Remedy and hands-on reports have described Resonance abilities falling into three functional groups:
1. Movement & Evasion
- Double jump and aerial dashes (two charges)
- Brief levitation for repositioning
- Dodge extensions and i-frame enhancements
These are the abilities shown most aggressively in the "Altered State" trailer — Dylan spends significant time airborne, and the verticality is clearly a core part of the combat identity.
2. Combat Abilities
- Area-of-effect bursts that stun or damage groups
- Projectile deflection or absorption
- The execution system: abilities stun enemies, and stunned enemies can be executed for a temporary melee damage boost
This loop — melee builds resource, abilities spend it to stun, executions cash in the stun for a buff — is the rhythmic core of high-level play.
3. Defense & Utility
- Shield or barrier options
- Self-heal or regeneration under specific conditions
- Environmental interaction (paranatural manipulation of the battlefield)
The Combat Ability Resource
Resonance abilities aren't free — they draw from a Combat Ability resource that you build by landing melee hits with the Aberrant. This creates a natural loop:
- Fight with your weapon to build resource
- Spend resource on a Resonance ability to stun or control
- Execute the stunned enemy for a damage buff
- Use the buff window to build more resource
It's a system that rewards aggression rather than caution, and it explains why the combat footage feels so fast — you're always building toward the next ability, not managing cooldowns.
Build Synergy: How Form + Resonance Work Together
Your "build" in Control Resonant is the intersection of your primary Form Mastery investment and your Resonance loadout. The combat systems preview outlined three early theory builds that illustrate this synergy:
| Build | Primary Form | Resonance Focus | Playstyle | |---|---|---|---| | The Resonator | Scythe | Mobility + AoE | Constant pressure, aerial dominance, never stop moving | | The Breaker | Heavy Hammer | Armor shred + defense | Tanky, deliberate, shatter everything | | The Staggerer | Dual Blades / Whip | Status + execution farming | Fast chip, break Gaps constantly, loop executions |
These aren't the only viable combinations — the full tree will have dozens of meaningful intersections. But they show the principle: your form determines your rhythm, and your Resonance determines your punctuation.
Respec: Confirmed Free Redistribution
One of the most player-friendly confirmations about Control Resonant's progression: respec is free and accessible.
- Respec happens at safe zones (the sequel's equivalent of Control's safe rooms)
- There is no consumable cost — Remedy has called it a "try everything" tool
- Form Mastery points reset, but nothing else is lost — map progress, collectibles, and cosmetics stay
- You can respec as often as you want
This matters because it removes the anxiety of "ruining" a build. If the community discovers two weeks post-launch that a specific Form + Resonance interaction is dominant, you can pivot instantly without replaying hours of content.
Until the full skill tree is datamined or documented by the community, any "pre-launch build guide" is theory. The right approach is to pick a form that looks fun, invest in it, and respec freely as you learn the system. The game is built for this.
New Game+ and Skill Tree Carryover
Control Resonant launches with New Game+, and Remedy has confirmed the loop is built around replayability. What carries over into NG+:
- Form Mastery progress — Your weapon upgrades stay
- Resonance abilities — Unlocked powers remain available
- Build flexibility — You can respec at any safe zone even in NG+, so your endgame build isn't locked in
What doesn't carry over is less clear, but standard Remedy design suggests mission progress, key items, and door unlocks reset. The skill tree is the persistent layer — NG+ is where you experiment with maxed builds against harder content.
How Skill Points Are Earned
Remedy hasn't published exact XP curves, but hands-on coverage and official descriptions indicate skill points come from:
- Combat — Defeating enemies, especially elites and bosses
- Exploration — Hidden areas and paranatural anomalies
- Missions — Story and side objective completion
- Challenges — Combat trials and execution streaks
The design intent appears to be "generous but not instant" — you'll have enough points to meaningfully upgrade 2–3 forms and a full Resonance suite by endgame, but not every node in every tree.
FAQ
How many skill trees are in Control Resonant?
Two parallel systems: Form Mastery (five weapon-specific trees) and Resonance Abilities (Dylan's paranatural power tree). They use separate point pools and can be respecced independently.
Can you respec in Control Resonant?
Yes — respec is free and unlimited at safe zones. Form Mastery and Resonance points can be redistributed at any time with no penalty.
What are Resonance abilities?
Dylan Faden's supernatural powers, including aerial movement (double jump, dashes, levitation), combat abilities (AoE stuns, projectiles), and defensive tools. They draw from a Combat Ability resource built by landing melee hits.
Does New Game+ carry over skill tree progress?
Yes — Form Mastery upgrades and unlocked Resonance abilities carry into NG+. You can also continue to respec freely in NG+.
What's the best build for beginners?
For a first playthrough, Dual Blades + Movement Resonance is the safest starting point. Dual Blades are forgiving, fast, and good for learning the Gap system. Once you're comfortable, respec into whatever looks fun — there's no wrong choice with free respec.
When can I start upgrading the skill tree?
The skill tree opens early — within the first hour of gameplay, based on hands-on reports. You won't be locked out of progression for long.
Related Guides
- Aberrant Weapon Forms: All 5 Types Ranked — Deep dive into each weapon's moveset and mastery path
- Combat Systems Preview: Gap, Builds & NG+ — How the combat loop works and how builds fit into it
- Beginner's Guide to Control Resonant — New to the series? Start here
- Difficulty Settings Explained — How difficulty interacts with combat and progression
- Deluxe Edition: Is It Worth It? — Planning your pre-order? Here's what's in each edition


