Boss Guides
The Dancer Boss Guide
The Dancer boss fight
The Dancer is the boss and Resonant Entity of the West Incursion Zone, a place that defies gravity in Control Resonant. But unlike the Zone, the Dancer won't turn you completely on your head, forcing you to instead stay on your toes. This boss guide for the Dancer includes instructions on how to counter her moves and Tap to Reveal.

| The Dancer | |
|---|---|
| Rewards |
|
| Zone | West Incursion Zone |
Use these links to jump to the section you need:
How to Beat The Dancer
The Dancer may not seem so imposing at first blush, especially since she takes on a more human-sized form. But her moves can be challenging to predict, and she hits like a truck, making it imperative that you know how to counter her attacks.
There are multiple ways to tackle the fight, and one way may not be better than the rest. Regardless, this walkthrough contains a list of the Dancer's moves along with suggestions on how to counter. The Dancer is a two-phase boss battle, so use the links below to jump to the section you need.
Talent Suggestions
The Dancer is a scrappy boss, and you will find yourself trading blows and dodging often near the end of the fight. Considering this, these Talents can give you an edge:
- Perfect Dodge
- Perfect Dodge gains Retaliation: Next attack deals 50% more Damage and Falter
- Retribution
- Retaliation deals +25% more Falter
- Agile Response
- Adds +25% Damage and Falter from Dodge Attacks
- Sanctioned Retaliation
- Retaliation recovers 50% more Power
- Restorative Dodge
- Perfect Dodge recovers a small amount of Health
It may be too early for you to unlock Restorative Dodge, but if you have the points for it, the Talent may help save your life during the later stage of the encounter.
Check out our guide for more on Talents: Best Talent Upgrades
The Dancer Phase One Moves - How to Counter | |
|---|---|
![]() | Twirl |
| The Dancer jogs forward a few steps before pulling her batons back and twirling on her knees in your direction. At a distance, you can run out of her path to avoid her, but you should wait for the last moment and Dodge. With Perfect Dodge, your next attack will deal more damage and Falter. The Dancer sometimes pauses for a moment after the move, giving you time to retaliate with a few swings. | |
![]() | Jab |
| The Dancer jogs toward you before leaning back, pointing the tips of the batons in your direction, and then thrusting both at you. Dodge the attack and then take a few swings after she stops to recover. | |
![]() | Standing Twirl |
| The Dancer uses this move to create distance after you begin attacking her. While attacking, watch for the Dancer to lean over while holding her batons parallel to her. She'll twirl in place, dealing damage if you're too close. She crouches low before returning to her full height during the attack. Get in close to attack when you see her beginning to stand upright. Her recovery is quick, so don't stay too close for long. | |
![]() | Jab Follow-Up |
| At around half health, the Dancer adds a flare to her Jab attack. She follows up the Jab with two hard overhead swings. Keep an eye on her health: when it reaches the halfway point, do not attack her after a Jab. Instead, Dodge the final swing and Retaliate before she runs off. | |
After reducing her health to zero and completing the Execution, the Dancer comes back for an encore. Her Patterning escalates, and she grows 14 new limbs. Yes, we counted.
Taking Advantage: Attacking During the Dance
The Dancer often dances or parades during the fight, hitting the ground with her baton or showing off for the crowd. She increases these flourishes during the second phase.
These brief interludes give you a chance to run in and deal some damage. Watch for her to dance with her arms stretched out and run in for a few swings. Everyone's a critic.
The Dancer gains new abilities during Phase Two. It's here she becomes significantly more dangerous. Use the list of moves below as a guide on how you can counter:
The Dancer Phase Two Moves - How to Counter | |
|---|---|
![]() | Supportive Audience |
| Typically her starting move of Phase Two, the Dancer floats suspended in the air and she pulls two Patterned audience members to her. She then throws them directly at you as projectiles. During this move, it's wise to slow down and wait for her to throw the bodies and then move out of the way with Dash. Try to angle the Dash so that you're moving toward her. Attack her when she lands, but back away as she starts moving again. | |
![]() | Leap |
| The Dancer leaps into the air and smashes down onto your location. This move can be quick, but try to Dodge just before she lands. With Retaliation, you can attack her at her landing spot for some damage. | |
![]() | Stomp |
| No, not that stomp. The Dancer performs this move when you're close. When you're in melee range, watch for her to jump. She brings down her foot in an area attack. Wait for her to begin dropping before using Dodge to avoid the damage and then retaliate. | |
![]() | Combo Swings |
| The Dancer dashes toward you with her right arm raised, following it up with a two-hit or three-hit combo attack. Get near her and Dodge the final attack before returning some damage. | |
Final Performance: How to Beat the Dancer's Spotlight Move
After reaching around half health, a spotlight appears over the Dancer, creating a pool of shadow everywhere but the circle under her feet. Outside of the spotlight, a reddish-orange beam of swirling light hovers over Dylan. After roughly five seconds, Dylan gets pulled toward the dancer, where she delivers an unavoidable attack.

It doesn't appear you can dodge the attack: you can't fight the spotlight, which means you must embrace the stage. This dance is now a duet.

To survive, you must be within the Dancer's spotlight as much as possible during the final act. You have to fight her within the circle, which limits the space you need to dodge. The boss also increases the frequency of her attacks, making this a tough spot to be in.

Regardless, you must stay close, Dodge her attacks, and retaliate. Stay within the spotlight and fight it out! Remember: you'll gain health after reaching the blue orb on her health bar. If you can make it that far, you can push it the rest of the way.
It's Curtains: Defeating the Dancer and Choosing a Combat Ability

After taking her health to zero, you can Execute the Dancer, killing the Resonant Entity of the West Incursion Zone. When you do, you can choose a new Combat Ability.

You get the option between two Combat Abilities after defeating the Dancer:
- Push
- Ground Slam
Which Combat Ability Should You Choose?
The Combat Abilities offered by killing the Dancer are both hard-hitting moves, dealing a large amount of Raw damage and pushing enemies away.
But which one should you choose? Ultimately, it depends on your playstyle. Push works well for those who want to create distance or capitalize on using environmental hazards to kill enemies. Push can knock enemies into traps or off of cliffs. Ground Slam, on the other hand, is a great ability for those who are into scrappier fights, moving into the air for a brawl before dropping back down onto enemies like a meteor.

The abilities have their strengths and weaknesses. Push deals low Damage or Falter, but at 200 Power, it's a low-cost move that can be used as a combo ender. Ground Slam deals high Damage and Falter, increasing based on distance, but it's significantly more expensive at 630 Power. You won't be able to use it as often, but it's excellent as a starting move to a fight (or perhaps the final word on an argument).








