FIELD GUIDE / WEAPONS
Best Weapon Forms in CONTROL Resonant
For a first run, Cleave is the safest all-round Primary and Crush is a strong Secondary for Falter and shield breaking. That is a starting recommendation, not a claim that those forms win every encounter. Strike is better if you value fast recovery…
For a first run, Cleave is the safest all-round Primary and Crush is a strong Secondary for Falter and shield breaking. That is a starting recommendation, not a claim that those forms win every encounter. Strike is better if you value fast recovery and critical hits; Glaive has wide crowd coverage. Your best pair is the one that gives you a dependable normal combo and a second answer when that combo is unsafe.
DECISION GRID
Primary forms
| Compare | Cleave | Strike | Glaive |
|---|---|---|---|
| Fighting feel | Balanced speed and Damage, with a bonus from behind | Fast dual attacks with a high critical chance | Broad scythe-like sweeps that push through groups |
| Choose it when | You want a reliable first weapon that works in most fights | You dodge often and prefer short single-target openings | Crowds are the main problem and you can read long openings |
| Watch out for | It does not specialize as sharply as the other two | Shorter reach forces more close positioning | Slow swings expose you when a boss changes pattern |
DECISION GRID
Secondary forms
| Compare | Crush | Extend | Drill |
|---|---|---|---|
| What it contributes | Hammer impact, heavy Falter, and shield pressure | Long and sweeping flail reach | Multi-hit piercing pressure |
| Pairing idea | Give a fast Primary a strong punish after a dodge | Keep distance when a short Primary cannot approach safely | Focus a target or a reachable weak point during a clear opening |
For a first run, Cleave is the safest all-round Primary and Crush is a strong Secondary for Falter and shield breaking. That is a starting recommendation, not a claim that those forms win every encounter. Strike is better if you value fast recovery and critical hits; Glaive has wide crowd coverage. Your best pair is the one that gives you a dependable normal combo and a second answer when that combo is unsafe.
The Aberrant is Dylan's changing melee weapon. You select a Primary form early and a Secondary soon after. Other forms can later be unlocked in The Gap with Living Shards, so the first choice shapes your opening hours but does not erase the rest of the system.
Compare the three Primary forms
Several supplied launch guides prefer Cleave because it combines usable speed with meaningful damage and rewards attacks from behind. Strike is the more mobile answer to a dangerous single target. Glaive can feel powerful in a group yet awkward against an early boss if you commit to a long sweep just before a telegraphed hit. If you are struggling with The Artist, the time needed to stop and dodge matters as much as the form's damage label.
Compare the Secondary forms
Crush is a practical default because Falter can create execution opportunities. Extend is appealing for spacing and groups, though its charged attack requires deliberate timing. Drill becomes useful when you can stay on a target long enough for its repeated hits; it is less forgiving when you must break off every second.
A pair should solve two problems
Cleave plus Crush covers everyday fights and heavy boss punish windows. Strike plus Extend exchanges some impact for speed and reach. Glaive plus Drill gives broad control with a focused follow-up. Those are examples of roles, not fixed build recipes: upgrade level, Talents, Artifacts, and a Combo Finisher can change which pair feels strongest.
Before spending a Living Shard on another form, ask which encounter your current pair loses. If enemies interrupt you before the last hit, improve range or recovery. If a boss never Falters, add impact. If groups surround you, add area coverage or control. The build guide connects these decisions to Power and permanent upgrade progress.
You can change between forms already unlocked in the Loadout menu outside combat. Reset Items offer another way to revisit investments. Avoid older “weapon” pages that discuss Grip, Pierce, or Charge: those are Service Weapon terms from the first Control, while Resonant uses Aberrant forms. The guide hub links combat, ability, and quest pages for the situation you are actually facing.
Sources and notes
Game details are based on the linked guides and supplied research. They have not all been independently tested in game.