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CONTROL Resonant Best Weapons: Which Form to Pick First

Strike is the best first weapon in CONTROL Resonant. Every primary, secondary and combo finisher form compared with unlock costs and full build pairs.

10/4/2026 Last updated: 10/4/2026 4 min read

FAQ

Which weapon should you pick first in CONTROL Resonant?
Strike. Polygon's prologue guide calls it the most useful pick because it builds the strongest overall kit — fastest attacks, crit-focused, and it empowers your combo finishers and combat abilities. Pick Glaive if you fight groups constantly, or Cleave if you like back-attack positioning.
Can you change your weapon form choice later?
Yes. The other primary forms unlock at the Gap pillar for three Living Shards each, or from vendors for 4,000 Source. Reset Items also undo a choice — but per Polygon, one Reset Item only resets one category (weapon, combat ability, or talents), so a full respec takes three.
What is the best combo finisher in CONTROL Resonant?
Early on, Concussive Beatdown for easy stuns and Uppercut Surge for a guaranteed Lift. IGN's guide frames the late-game choice as Wide Edge versus Spin Edge — Wide Edge for one huge hit, Spin Edge for three hits and power recovery.

Which weapon should you pick first in CONTROL Resonant?

Strike. Your Aberrant asks for three decisions across the opening hours — a primary form in the prologue’s opening cutscene, a secondary right after leaving the Oldest House, and combo finishers once Aberrant Strength hits 15 — and Polygon’s prologue guide is unambiguous about the first one: Strike is “the most useful” pick because it builds the strongest overall kit.

The reason is a hidden passive: Strike’s finisher gauge fills fastest, and an empowered Strike boosts your combo finishers and combat abilities, not just its own damage. In a game whose combat runs on the ability-and-finisher loop we break down in the combat guide, the weapon that feeds that loop wins by default.

Primary forms: Strike, Glaive or Cleave?

All three primaries are light-attack forms; you can equip one at a time, and the others unlock later at the Gap pillar for three Living Shards each (or 4,000 Source from vendors):

  • Strike — dual blades, the fastest attacks, crit-focused, best on single targets. IGN: “great for dealing Falter and for focusing on 1v1 battles.” Lowest base damage per hit, but crits and speed close the gap
  • Glaive — a scythe with wide arcs that hit whole groups, the highest base damage of the three. Polygon notes it generates Power best early, which means more ability casts; the trade is slower swings and lower crit chance
  • Cleave — the balanced axe. Scores bonus damage on hits from behind, and its dodge-attack lifts enemies into the air instead of just adding damage — a setup tool for aerial follow-ups

Secondary forms: Crush, Drill or Extend?

Secondaries are your heavy attacks, chosen right after you leave the Oldest House, and all three can be charged to deal Falter (stun) damage:

  • Crush — the hammer, the highest Falter damage of any secondary. Polygon adds two utility notes: it breaks enemy armor, and it opens the metal doors scattered around Manhattan
  • Drill — sustained straight-line damage while held; Sharp damage type. Applies Weaken, which matters against bosses, and its third attack extends the drill’s reach
  • Extend — a sectional staff with wide cone hits and a perfectly-timed charge release for bonus damage; its third attack becomes a 360-degree swing

Polygon’s verdict for utility: Crush or Drill. Extra secondaries cost two Living Shards each, and every secondary eventually learns a switch attack as an alternative to a combo finisher.

What do combo finishers do, and which are best?

Finishers unlock at Aberrant Strength 15 and cost one Living Shard each — Concussive Beatdown (stone-glove Falter burst), Uppercut Surge (launches enemies into Lifted), Wide Edge (biggest single hit, wide knockback), Spin Edge (a three-hit Wide Edge variant with power recovery), Split Pivot (applies Weakened and Burning) and Split Orbit (Split Pivot arcing around Dylan).

IGN’s picks: Concussive Beatdown for easy stuns, Uppercut Surge for the guaranteed Lift, and late-game, the choice “will be between Spin Edge and Wide Edge.” One player tip worth banking from the r/controlgame review thread: upgrading forms you don’t use still raises your total BP, so nothing you buy is wasted.

IGN’s two starter kits, verbatim in spirit:

  • Single-target / stick-and-move — Strike light attacks, Drill heavy, Concussive Beatdown finisher
  • Space control — Glaive light attacks, Extend heavy, Wide Edge or Spin Edge finisher

The prologue also makes you pick a combat ability — Barrage, Volatile Anomaly or Shield — where Polygon recommends Volatile Anomaly (it builds Falter while keeping your Dominance). The next branching ability choice, Push or Ground Slam at the Dancer, follows the same rule: match the pick to how you already fight, and spend your points on the best talents that make the whole loop hum.

Sources

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