Control Resonant: Dylan's Aberrant Weapon Forms
The Aberrant is a three-slot shapeshifting melee kit: Primary, Secondary, and Combo Ender. Which forms to pick first, how to cover range and crowds, and why hitting things is the only way to recharge.
Core goal: pick and slot Aberrant forms so Dylan's three-button melee kit actually works - fast Falter/Gap break, executes, and a mid-combo shapeshift that matches the fight - instead of locking into one pretty weapon and getting swarmed. Combat is close-range and dodge-only. Hitting things fills Power for abilities; filling the yellow Falter bar lets you execute for a short damage buff.
How the Aberrant Is Built
- 1Primary
your light and main string (3-hit combo, own button). Three Primary forms exist.
- 2Secondary
heavier or alt string on its own button. Three Secondary forms.
- 3Combo Ender
the finisher the weapon morphs into at the end of a string. A larger pool, about six.
- 4Upgrades share base damage and Falter buildup across all forms.
Leftover materials in unused trees are not wasted, and you can respec.
The Forms and What Players Use Them For
| Slot | Form / Role |
|---|---|
| Primary | Flurry (dual blades): fast hits, high crit, shreds Gap on one target. Slash (scythe): wide arcs, crowd control first-pick. Slice (axe): one-target damage plus backstab bonus, the safe first-hour pick. |
| Secondary | Crush (hammer): slow huge hits, charge grows damage, cracks brittle armor. Drill (spear): stabs or hold-to-drill DoT, the stun-lock and poise-delete pick. Extend (whip): range and charged max damage, pairs with short-range primaries. |
| Combo Ender | Bludgeon (gauntlets): fast knocks and heavy Falter. Split (floating glaive): keeps hitting while airborne. Treat the Ender as the "this fight needs a dunk or a whirl" slot, not a fourth main weapon. |
1First-Hour Steps
- 1Pick your Primary on purpose.
Lots of trash and you hate being surrounded: Slash. You want one elite dead and circle for backs: Slice. You mash and want crits: Flurry.
- 2Pick the Secondary that covers the hole.
Close primary (Flurry or Slice): Extend to tag flyers and backline. Wide primary (Slash): Crush or Drill to finish what you just staggered. Do not double up two slow forms in mixed packs.
- 3Learn the loop on hallway packs, not a Resonant.
Light string, Secondary when they flinch, dodge (there is no block), attack out of dodge if that form's dodge-attack launches. Abilities recharge from hitting, not waiting. Execute when the yellow bar dumps.
- 4Slot a Combo Ender that finishes the job you started.
Fast primary chipping Gap: a heavy Ender. Slow Crush pair: an airborne or whirl Ender so you do not stand still after a charge.
- 5Upgrade the form you actually press.
Then dump spare mats into a second tree. Shared stats mean a dump tree still makes Crush and Drill hit harder.
- 6After the first Resonant boss, take abilities that feed the same loop.
Shield (absorb plus dodge-bash), Seekers (throwable summon), Barrage (rocks for ranged Falter), Ground Slam from height. You get two loadouts of three abilities: one brawl page and one space-making page.
Key Decisions
| Situation | Pick |
|---|---|
| Coming from Control 1 gunplay | Slash, or Extend-heavy later. Scythe plus reach is closest to mid-range Launch habits. |
| Armor / brittle enemies | Switch Secondary to Crush. Do not saw through armor with Flurry. |
| Flying or spaced enemies | Extend, or projectile abilities like Barrage and Seekers. |
| Respec vs commit | Commit a main Primary plus Secondary for your current zone; respec when a Resonant or armor type hard-counters you. Do not max six trees at once. |
Common Mistakes to Avoid
- Treating the Aberrant like Jesse's gun. Standing back and pecking does nothing; Power and Falter only move if you hit, and there is no parry to hide behind.
- Pairing two slow forms (Crush plus charged Slice) in mixed packs. You get hit during windups.
- Ignoring dodge-attacks. Several forms launch or pop fodder if you swing right after a dodge.
- Spending every point on one form and leaving shared Falter stats on the table.
- Saving executes "for later." The post-execute damage window is the combo multiplier.