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Defeat The Artist during the Orientation sequence to unlock the Gap and the Talent tree. In open play, enter the Gap, interact with its shrine, and spend Talent Points on the nodes you want. The full tree has 16 tiers, with perks for melee, dodging, Summons, status effects, and Command-focused builds.

How to unlock Talents

  1. Defeat The Artist. The first Resonant encounter takes place during Orientation. Beating The Artist opens the Gap and makes the Talent tree available, according to AllThingsHow and Beebom.
  2. Enter the Gap during open play. The PC guide says to hold G. The input does not work in story areas or during dialogue. Remedy’s PlayStation overview describes pressing down on the DualSense directional pad; use the control shown for your platform in the game.
  3. Use the shrine. Interact with the shrine, choose an available Talent node, and confirm to spend a Talent Point.

How Talent Points and tiers work

Talent Points come from leveling zones, not from Dylan’s character level. Story missions and activities contribute zone XP, and each zone level awards a Talent Point. Some nodes also require an earlier node on the same path, so reaching a tier does not automatically make every node in it selectable.

The two guides report that you can reset all spent points for free. This lets you try a different combat setup without treating an early choice as permanent. Remedy describes Talents as one of three build pillars, alongside supernatural combat abilities and Aberrant weapon forms, and says not everything can be unlocked in one playthrough. See Remedy’s combat and buildcrafting overview for that broader design context.

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Full Control Resonant Talent list

The following 16-tier inventory combines the detailed listings from AllThingsHow and Beebom. Names and numerical effects are guide-reported rather than an official in-game catalog, so check the current game UI for exact wording; details may change with updates. “Fairwell” is preserved as spelled in the guide.

#1 Best Overall
CONTROL Resonant - PlayStation 5
  • STEP INTO A WARPED REALITY: Explore multiple areas of a ravaged Manhattan in an expansive, unfamiliar, and exciting world. Traverse perception-bending locations and grapple with gravity anomalies that distort the vertical and horizontal plane, adding additional dimensions to puzzles and new tactical decisions to combat. Meet faces old and new on a path fraught with risk but rich in opportunity as the cityscape is reshaped and reality is redefined by a godlike force.
  • MASTER THE PARANATURAL: Channel the raw experiences of Dylan’s past to help understand his present and dig deeper into the inner workings of the FBC and reveal the horrors threatening humankind. Tap into power he must learn to master and take choices to shape how his abilities manifest and grow. Explore a deep progression system to define how Dylan adapts to emerging dangers. Forge connections crucial to Dylan’s fight to retain his humanity as he journeys from former test subject to paranatural superweapon
  • THE FIGHT SHIFTS. YOUR WEAPON SHIFTS WITH IT: Meet constantly evolving threats head-on, utilising the environment, deploying elemental abilities and using the raw force Dylan’s shapeshifting melee weapon, the Aberrant. Wield the Aberrant in its many deadly forms. Deliver bone-crunching blows with a two-handed hammer and flow seamlessly into the swift precision of dual-wielded blades as this paranatural weapon morphs on demand to meet each new challenge.
  • SHARED LEGACY. NEW THREAT: FBC Director Jesse Faden's lockdown is no longer holding. A paranatural catastrophe has spilled beyond the Oldest House and onto the streets of Manhattan, and the Bureau's grip on containment is failing. Jesse Faden walked into the Oldest House to confront the threat within. Now Dylan must walk out of it to contain the threat beyond.

Tier 1

  • Dominance: After an Execution, increases melee damage for 8 seconds: 100% for Primary and Combo Finisher, and 50% for Secondary. Kills also drop more Health Elements.

Tier 2

  • All-Rounder: All attacks deal 5% more damage and Falter.
  • Extra Impact: Combat Abilities inflict 10% more Falter.

Tier 3

  • Perfect Dodge: Dodging just before a hit grants Retaliation; your next attack deals 50% more damage and Falter.

Tier 4

  • Extended Falter: Enemies remain Faltered longer.
  • Cleansing Rush: Rush clears status ailments twice as fast.
  • Extended Rush: Rush lasts three times as long.
  • Retribution: Retaliation inflicts 25% more Falter.

Tier 5

  • Guarded Formation: Take 20% less damage near Summons.
  • Agile Response: Dodge attacks inflict 25% more damage and Falter.

Tier 6

  • Restorative Summons: Summon kills leave additional Health Elements.
  • Sanctioned Retaliation: Retaliation recovers 50% more Power.
  • Skilled Backstab: Melee hits from behind deal 50% more damage and Falter.

Tier 7

  • Enduring Ally: Summons last 50% longer.
  • Mold Colony: Allows one additional active Mold ally.
  • Reactive Detonation: A Perfect Dodge during Ignite applies Burn to nearby enemies.
  • Back Stab Recovery: Melee hits from behind recover 50% more Power.
  • Decisive Step-up: An Execution grants Keen, reported as 20% more melee critical chance for a short time.
  • Resurgence: Enemies that attack during Ignite or Shield gain Vengeance and take 50% damage and Falter from Melee and Shield Bash.

Tier 8

  • Better Together: During Dominance, Summons deal 25% more damage and Falter.
  • Heightened State: Gain 20% more Power during Dominance.
  • Sustained Assault: Repeated Melee hits on the same enemy can make it drop Health Elements.

Tier 9

  • Extended Retaliation: Adds a Retaliation charge; after a Perfect Dodge, it boosts your next two attacks within 5 seconds.
  • Restorative Dodge: A Perfect Dodge restores a small amount of Health.

Tier 10

  • Battle Alignment: Summons apply Tracked; affected enemies take 30% more damage and Falter from Combat Abilities.
  • Optimized Projectiles: Projectiles deal 25% more damage and Falter.
  • Impressive Comeback: Recover 20% more Power when below 25% Health.

Tier 11

  • Parting Blast: Destroyed Summons release a small-area shockwave that deals damage and Falter.
  • Anti Air: Summons deal 20% more damage and Falter against airborne enemies.
  • Avid Execution: Increases Execution range.
  • Restorative Dominance: Hitting enemies during Dominance makes them drop a Health Element.
  • Shield Blast: Tapping light attack while Shield is active triggers an explosion.

Tier 12

  • Friendly Fairwell: A Summon leaves one Health Element when it dies.
  • Combat Recharge: All Melee attacks grant 10% more Power.
  • Peak Condition: Gain 20% more Falter at full Health.
  • Status Spread: Push and Ground Slam spread the target’s active status ailments to nearby enemies hit.
  • Rising Heat: Repeated Inferno use in a short time increases its damage and Falter.
  • Executive Finisher: Executing a Heavy enemy replenishes a large amount of Power.

Tier 13

  • Summoned Reserves: Heavy enemies killed by Summons have a 20% chance to drop a Command Charge.
  • Morale Boost: Recover 20% more Power while a Commanded enemy is present.

Tier 14

  • Thought Leader: Commanding low-Health enemies costs one fewer Command Charge, with a minimum cost of one.
  • Crowd Conversion: Drone enemies slain by Commanded enemies return as allies.
  • Command Provision: Combat Ability kills have a 20% chance to drop a Command Charge.
  • Lethal Authorization: Commanded enemies detonate when they die.
  • High Morale: Commanded enemies deal 25% more damage and Falter.

Tier 15

  • Exploit Ailments: Summons deal more damage and Falter to enemies affected by Burn, Infected, or Astralized.
  • Stored Command: Gain 5% Combat Ability damage and Falter per unused Command Charge.
  • Strong Presence: Commanded enemies last 30% longer.
  • Energized Melee: Gain 5% Melee damage and Falter per unused Command Charge.
  • Command Advantage: While a Commanded enemy is present, Dylan and Commanded characters receive Keen.

Tier 16

  • Team Morale: Take 5% less damage per Summon on the field.
  • Field Master: While a Commanded enemy is present, non-Summon Combat Abilities deal 20% more damage and Falter.
  • Command II: Adds one Command Charge.
  • Resilient: During Dominance, Dylan takes 25% damage. The guides’ wording does not clarify what this means defensively.
  • Extended Dominance: Dominance lasts 15 seconds.
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What Talents should you prioritize?

Choose nodes around the combat loop you actually use rather than chasing a single supposedly optimal build. The guide-reported free reset makes experimentation practical.

  • Close-range and dodge play: Perfect Dodge, Retribution, Agile Response, and Restorative Dodge support a counterattack and melee rhythm.
  • Summon builds: Enduring Ally, Better Together, Restorative Summons, and related nodes emphasize summon uptime, damage, and Health Element drops.
  • Status and Command builds: Status Spread and the higher-tier Command nodes support spreading ailments, keeping Commanded enemies active, or improving abilities while a Commanded enemy is present.

Since Remedy says the full set of systems cannot all be unlocked in one playthrough, focus on the interactions that support your preferred approach instead of assuming every branch can be completed at once.

Rank #3
Control Resonant - PS5
  • The action RPG sequel to Control, developed and published by Remedy Entertainment.

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