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CONTROL Resonant Aberrations: Every Enemy Faction, Type and Weakness

Every CONTROL Resonant enemy: the returning Hiss, the invasive Mold and the new resonance-born threats — with the weakness table that matches them to your weapons.

9/5/2026 Last updated: 10/5/2026 3 min read

FAQ

What are the enemy factions in CONTROL Resonant?
Three: the returning Hiss (the common hostile force from the first game, now visibly mutated), the invasive Mold (armored fungal forces), and monstrous new entities born from the new resonance. In the open world, Hiss and Mold forces fight each other as well as you.
What are Aberrations in CONTROL Resonant?
The umbrella class for the paranatural enemies — Aberrations are what Dylan fights with the Aberrant weapon, spanning all three factions. The boss tier within them is the Resonants: six zone guardians plus the endgame Hedron.
What damage types are enemies weak to in CONTROL Resonant?
Armor is vulnerable to Blunt damage — the Crush hammer's territory. Hiss shields fall to Sharp damage, the blade and Drill forms. Mold enemies are weak to Fire — the Heat abilities melt them. Match the form to the faction and every fight gets shorter.

What are Aberrations in CONTROL Resonant?

Aberrations are the paranatural enemies you fight through CONTROL Resonant — the umbrella class over everything hostile in warped Manhattan. Dylan stops them with the Aberrant weapon and his paranatural abilities, and the naming runs two layers: Aberrations as the broad class, Resonants as the boss tier within it — the six zone guardians and the endgame Hedron.

The three enemy factions

The released game runs three hostile factions, each answering a different part of your kit:

FactionWhat they areAnswer with
The HissThe returning common threat from the first game — corrupted hosts, now visibly mutated even at grunt levelSharp damage (blade, Drill) for Hiss shields
The MoldThe invasive armored faction — fungal forces with plating over their weak pointsFire (Heat abilities) melts them; Blunt strips armor
New resonance entitiesMonstrous entities born from the new resonance warping Manhattan — the strangest sights in the rosterSituational — read the fight

Two structural details change how you move through the world:

  • The factions fight each other. Hiss and Mold forces clash in the open world — letting two enemies damage each other before you clean up is a legitimate tactic
  • Hiss Research tracks the roster. The collectible set runs to 23 enemy records, a built-in bestiary checklist as you meet new types

The weakness table, matched to your weapons

The damage rules per Fextralife’s enemy-defenses data and IGN’s combat tips:

  • Armor → Blunt damage — the Crush hammer is the armor-breaker; that’s Polygon’s utility case for it too
  • Hiss shields → Astral and Sharp damage — the blade and Drill forms, the reason Drill’s Weaken matters against tougher Hiss
  • Mold → Fire — the Heat abilities; on the talents side, Cleansing Rush halves the Mold status ailments that drain you

This is the mechanical backbone of the form system: the Aberrant’s three layers exist so you can re-kit per faction without leaving combat.

Where the Resonants fit

The boss tier is separate: seven major fights — six zone Resonants plus the Hedron — each granting an ability and a trophy, with branching picks like Push or Ground Slam at the Dancer. The Park’s Resonant, The Collective, is the Mold faction’s representative. The full roster, zone assignments and rewards sit on the Resonants page; the route to reach them in the right order is the zone order guide.

Sources

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