Wiki / Combat & Skills / Supernatural ability system
CONTROL ResonantCombat Abilities Compared
Barrage, Volatile Anomaly and Shield are The Artist's three released reward choices, covering direct ranged pressure, a throwable summon and defense that can become a Shield Bash.

Case file / quick facts
Combat Abilities Compared at a glance
- Acquisition pattern
- Major Resonant boss rewards
- The Artist choices
- Barrage, Volatile Anomaly, Shield
- Resource loop
- Melee hits restore Combat Ability resource
- First-run limitation
- Some boss choices are exclusive until later runs
- Related system
- The Aberrant
- Related system
- Aberrant Forms Compared
- Related system
- New Game Plus
- Related threat
- The Artist

Field comparison
The Artist's three opening reward roles
These released-game choices solve different combat problems. They are the opening branch, not the complete Combat Ability list.
| Ability | Shown action | Likely tactical use | Important distinction |
|---|---|---|---|
| Barrage | Launches rocks from the ground | Ranged pressure | Projectile attack |
| Volatile Anomaly | Summons an entity that can be thrown and detonated | Independent pressure and detonation | Summon, not a weapon Form |
| Shield | Raises floating rocks and supports a ram | Defense into a forward attack | Protective ability with offensive use |
02 / Field notes
Why does the choice matter?
The Artist offers Barrage, Volatile Anomaly and Shield after Orientation. A player choosing among them is choosing direct ranged pressure, a prepared summon-and-detonate action or protection that can become a forward attack.
Melee hits restore the resource used by Combat Abilities. Abilities can stun enemies, enabling executions that temporarily raise melee damage. This loop explains why a defensive or summoning option can still support aggressive Aberrant play.
03 / Field notes
What changes in New Game Plus?
The developer's NG+ explanation says multiple different Combat Abilities from the same boss can be equipped in a later run. It does not establish that every first-run branch is available immediately, or that the opening choice has no consequence.
Growth is a later Mold-based summon reward from The Collective. It belongs to a different Resonant branch and should not be merged with Volatile Anomaly simply because both can create pressure away from Dylan's next melee swing.
04 / Field notes
Choose a role, then check its cost
Barrage answers distance with a projectile, Volatile Anomaly adds pressure that is not tied to Dylan's next weapon swing, and Shield covers a defensive opening before a Shield Bash. The Artist presents these as a choice, so reading them as three simultaneous starting powers would give a false picture of the first run.
All three sit inside the same melee-fed resource loop. If a chosen power feels scarce, the next question is whether the equipped Aberrant Forms allow a safe return to weapon hits—not whether the power has an unpublished cooldown or hidden upgrade.
What this means for your run
Combat Abilities Compared: what players need to know
We would choose by the problem the ability solves—distance, independent pressure or protection—while keeping the Aberrant resource loop in mind.