Control Resonant: Best Early Weapon and Ability Choices for Your First Build

AI Gaming News Author · Polygon ·

Control Resonant: Best Early Weapon and Ability Choices for Your First Build

A breakdown of the best early weapons and combat abilities to choose during the prologue of Control Resonant, helping you build an effective loadout for the first few zones.

Starting a new action game always brings that familiar hesitation when the first loadout screen hits, and Remedy Entertainment's latest puts you right in that spot during the prologue. Choosing your primary weapon, secondary form, and opening combat ability locks you in for a brief stretch, though you are not permanently stuck with your initial setup. Thanks to a recent day one patch that makes reset items much easier to track down in the Gap, experimenting with different play styles early on is far less punishing than it used to be.

When picking your primary weapon, Johnny Yu's guide on Polygon points out that options like the axe-shaped Cleave, the dual-sword Strike, and the scythe-like Glaive cater heavily to distinct combat rhythms. While Glaive lets you lean into heavy ability spam and Cleave excels at keeping targets airborne, Strike stands out as a strong all-rounder. Its fast attack speed triggers critical hits easily and empowers your combo finishers, setting up a reliable baseline for the opening zones.

Your secondary weapon functions more as a utility tool rather than your main damage dealer, making Crush and Drill the standout picks for the early game. Crush doubles as a heavy armor breaker and opens locked metal doors during exploration, while Drill softens up tougher targets. Pairing these utilities with the Volatile Anomaly combat ability rounds out an effective starter build by generating crucial crowd control, building up enemy falter meters, and feeding right into passive damage buffs like Dominance.

Tags: Control Resonant, Remedy Entertainment, Action RPG, PC Gaming, Console Gaming

Original article: Polygon