Control Resonant: Strike, Glaive, Cleave – The Real Differences

Compare the hidden mechanics of Strike, Glaive, and Cleave in Control Resonant to find the best weapon form for your playstyle.

By Central
In-depth analysis of Strike's crit synergy, Glaive's AoE potential, and Cleave's backstab mechanics in Control Resonant.
Highlights
  • Strike's faster attack speed means you reach your combo finisher roughly one second sooner than with Glaive.
  • Glaive's swap attack can deal 50% more damage if you've unlocked the corresponding talent, and it doesn't reset your combo chain.
  • Cleave is the most misunderstood form; its backstab bonus sounds situational but isn't.

The stat screen tells you Strike has a 30% crit chance. It tells you Glaive swings wide. It tells you Cleave hits harder from behind. What the screen doesn’t tell you is how each form’s hidden mechanics—dodge attacks, power recovery rates, and status synergy—radically shift their role from early game to endgame. Here is the comparison the game leaves you to discover.

Strike: The Crit Machine Has a Second Life

Strike’s base 30% crit isn’t its only advantage. The faster attack speed means you reach your combo finisher roughly one second sooner than with Glaive. In practice, that second matters more than the raw damage difference.

The real answer: Strike for general use, Cleave if you learn boss patterns, Glaive only if you're committed to an AoE fire build with Ignite.

The non-obvious bit: Strike’s power recovery is low per hit, but because you land more hits per second, you actually regenerate power faster than Glaive against single targets. Against a boss where you can’t afford to whiff, Strike keeps your abilities flowing. The first upgrade also boosts power gain further, making it the best form for ability-spam builds.

Dodge attack: Strike’s dodge attack just does extra damage. No launch. No status. That means you chain into your combo finisher without repositioning, which is what you want when you’re baiting perfect dodges for the retaliation window.

Where Strike falls apart: crowd control. You can’t stagger multiple enemies easily. Against shielded enemies, you’ll need a sharp-damage secondary (Drill) just to crack them.

Glaive: The AoE That Also Builds Falter

Glaive hits 50% slower than Strike. That sounds bad. But each swing covers a 180-degree arc, and more importantly, each swing builds falter faster per hit than Strike because of the raw damage per swing.

The non-obvious bit: Glaive’s true power is in its swap attack synergy. After a three-hit combo, tap your secondary weapon button and Glaive executes a unique wide slash that hits everything in front. This swap attack can deal 50% more damage if you’ve unlocked the corresponding talent, and it doesn’t reset your combo chain. This makes Glaive the only primary that can chain two AoE attacks back-to-back.

Dodge attack: Like Strike, Glaive’s dodge attack just adds damage. No launch. That’s actually a weakness—you can’t use it to start aerial combos. But the wide swing from the dodge attack hits surrounding enemies, which matters when you’re swarmed.

Glaive’s real hidden advantage: it pairs naturally with Wide Edge or Spin Edge combo finishers. Both finishers gain bonus damage based on how many enemies you hit during the preceding combo. Glaive hits more enemies per combo. The synergy is baked in.

Cleave: The Backstab Trap

Cleave is the most misunderstood form. Its backstab bonus (50% extra damage and falter to the back) sounds situational. It isn’t. The game throws enemies that turn slowly—mold enemies, shielded Hiss heavies, and bosses during their attack animations.

The non-obvious bit: Cleave’s dodge attack launches enemies into the air with the Lifted status. That’s the only primary form that can apply Lifted without a combo finisher or combat ability. Lifted enemies restore power when hit repeatedly, and the Dril secondary weapon can keep them suspended for the entire air juggle. This creates a power-positive loop: dodge attack > launch > Drill charge while airborne > restore power > repeat.

But here’s the catch: Cleave’s combo damage is lower than Strike’s crits against single targets when you can’t get behind an enemy. Its attack speed is middling. Against enemies that face you constantly (some bosses), you lose the backstab bonus and fall behind.

Dodge attack: Unique launcher. That’s the entire point. If you don’t build around situational damage, pick Strike. If you do, Cleave unlocks the most efficient power regeneration in the game.

The Hidden Layers: Dodge Attacks and Power Recovery

Every primary form has a dodge attack unlocked via its first upgrade. But only Cleave’s applies Lifted. That difference alone dictates your build path.

  • Strike: Best for perfect dodge retaliation builds. Dodge, attack, get boosted power from Sanctioned Retaliation talent, then immediately use a combat ability.
  • Glaive: Best for zone control. Dodge attack hits multiple enemies, letting you reset positioning while tagging everything.
  • Cleave: Best for aerial juggle builds. Needs Dril secondary to fully exploit the Lifted state, otherwise the launch is wasted.

Each form’s power recovery from regular attacks differs slightly. Strike’s higher frequency means you fill the bar faster. Glaive’s slower hits mean you wait longer between power gains. Cleave sits in the middle. But the difference is only about 10% in real combat—nothing that changes your game plan unless you’re min-maxing.

How Secondary Weapons Change the Equation

Your primary form doesn’t exist in a vacuum. The secondary weapon you choose interacts differently with each primary.

  • Strike + Dril: The fastest shield-break combo in the game. Strike builds combo quickly, Dril’s held attack pops shields. You can break a Hiss shield in three seconds.
  • Glaive + Extend: Clears entire rooms. Glaive’s arc plus Extend’s whip reach means you tag every enemy in a 15-meter radius. Spin Edge combo finisher on top of that = continuous AoE.
  • Cleave + Crush: The falter monster. Cleave’s dodge launch plus Crush’s charged hammer attack fills the falter bar on any enemy in two hits. Dominance state active constantly.

If you’re running Cleave without Crush or Dril, you’re leaving its best synergy on the floor.

Which Form Scales Best Into Late Game?

Late game, enemies level up and get more health. Falter becomes harder to trigger because enemy stagger thresholds rise. Strike’s high crit rate still delivers consistent damage regardless of enemy level, making it the most reliable form for endgame zones like the Underpass.

Glaive falls off slightly because its damage per hit doesn’t keep up with Strike’s crit scaling unless you consistently hit 3+ enemies. Against single bosses, Glaive is the weakest option.

Cleave scales well if you invest in aerial and backstab talents. The Skilled Backstab talent (50% extra damage and falter from behind) turns Cleave into a boss killer. But it requires you to constantly reposition. Against mobile bosses, this is harder than it sounds.

The real answer: Strike for general use, Cleave if you learn boss patterns, Glaive only if you’re committed to an AoE fire build with Ignite.

One detail most players miss: Cleave’s first upgrade allows its dodge attack to launch enemies, but the launch angle changes based on whether you’re moving forward or strafing. Forward dodge = high launch, strafe dodge = low launch. Low launch keeps the enemy close enough for immediate secondary follow-up. High launch gives you time to reposition behind them. Use low launch for Dril, high launch for backstab setups.

Questions answered
  • Which weapon form scales best into late game?Strike is the most reliable form for endgame due to its consistent crit rate, while Cleave scales well with backstab talents, and Glaive falls off against single bosses.
  • What is Glaive's hidden advantage in combat?Glaive's swap attack synergizes with Wide Edge or Spin Edge finishers, dealing bonus damage based on enemies hit during the combo, making it powerful for AoE builds.
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