Dylan Faden unlocks a number of Parautilitarian Abilities over the course of his adventure in Control Resonant. With a limited number of slots for the combat-focused Abilities in particular, it can be a tough choice determining which ones to keep equipped, not to mention the fact that certain choices themselves are mutually exclusive initially.
This Control Resonant lists all Parautilitarian Abilities and the best ones to select for most scenarios.
Traversal Abilities
Double-Jump
Self-explanatory title, this one lets you get even more air out of a jump, if you press it a second time while mid-jump, ideally at the apex of it.
Elevate
Lets you levitate and glide around gracefully by holding jump while mid-air.
Rush
Essentially a sprint or dash, you can attain a short surge of speed and shake off certain status effects.
Shift
When contending with some of the more mind-bending traversal in Manhattan, use this to realign Dylan to a normal plane.
Reach
This amounts to Dylan’s grapple or hookshot ability, allowing him to reach for otherwise inaccessible places.
Combat Abilities
Shield
From The Artist in the Downtown Zone.
A defense mechanism that consumes power while deflecting damage away from you, it can also be used offensively. The recommended choice at this juncture.
Barrage
From The Artist in the Downtown Zone.
A projectile-flinging ability, this has the least utility from the initial three choices with which you are presented.
Volatile Anomaly
From The Artist.
Adds a companion that does the projectile-flinging instead, and can also be detonated. A better choice, but not really recommended over the third option.
Ground Slam
From The Dancer in the West Incursion Zone.
A classic area-of-effect move, you might as well pick this one for crowd control scenarios. Use elevation to your advantage and dish out major damage.
Push
From The Dancer in the West Incursion Zone.
Basically Force Push, this one can be used to shove both enemies and props around, potentially over edges or into environmental hazards. Good, but very situational.
Inferno
From The Deserter in the Central Zone.
This Ability is all raw and direct damage output, offering even better crowd control potential than Ground Slam. Once tweaked further with certain Talents, this may well be your go-to Ability in most combat scenarios.
Ignite
From The Deserter in the Central Zone.
Essentially an imbue-with-fire Ability, Ignite makes all your other attacks do fire damage and inflict the burn status effect. That includes other offensive Abilities, making for potential synergies with rather explosive effects.
Growth
From The Collective in The Park.
One of two icky Abilities from this Resonant, this one is a pair of summons that fires mold at enemies, infecting them. The preferred choice, just so you have a little company.
Spore Burst
From The Collective in The Park.
The other moldy Ability lets Dylan rapid-fire infectious mold himself.
Spike
From The Physicist in The Underpass.
A summon that can attack and drop enemies on your behalf, as well as inflict status effects. Recommended for some more companionship of sorts, diverting enemy attention away from you.
Astral Rebuke
From The Physicist in The Underpass.
A targeted ground attack that launches enemies, making them easy pickings for followup strikes, but is useless against already airborne enemies.
Command
From The Co-Director in the Unknown Zone.
Basically the counterpart to the Mind Trick or Mind Control, this one is great for co-opting enemies to your side, but does need its very own limited amount of charge in order to use.
Since it does not require a dedicated slot, you will otherwise always have it at your disposal.
Those are all of the Parautilitarian Abilities for Dylan to choose from, as well as the ones most recommended, in Control Resonant.















