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Surprisingly Balanced: Our Thoughts on Cosmo

Our early thoughts on Cosmo's best build, unusual main attack, matchups, strongest modes, and surprisingly balanced place in the new meta.

September 10, 2026 by PLP Team

Cosmo presenting glowing orbiting planets inside the Starr Park Observatory as visitors watch.

At the time of writing, Cosmo has just been released into early access. After testing his strange projectiles, powerful Super, and draft-dependent Gadgets, our first impression is surprisingly simple: this Brawler feels balanced.

Best Loadout

Cosmo's kit is, in all honesty, very plain. The Gadget choice is the one part that really changes in a draft.

Against Mortis, Kaze, Mico, or Kenji, use Telescope Trap. Preventing their dashes, jumps, and teleports is more valuable than trying to push them away. Against other aggressive Tanks and Assassins, equip Planetary Pushback to create space before they reach you.

If the enemy composition has no aggro, Telescope Trap is still the default. Its bush reveal gives Cosmo useful vision and makes his long-range pressure more reliable.

His Star Powers are a little like Spike's: one feels like a sidegrade, while the other is simply solid. Ammo Attractor is our choice. Reloading two ammo after landing the Super helps guarantee kills. Cosmo's Super already makes those kills much easier, but a little overkill cannot hurt, right?

Precession is frankly just weird. It increases the orbit speed of the main attack, which sounds helpful in theory but feels mostly irrelevant in practice. It definitely makes it easier to stomp noobs, so perhaps take that into consideration. That may change as players learn Cosmo, but for now Ammo Attractor is the safer recommendation.

For Gears, Cosmo is like most long-range Brawlers: a Shield and Damage enjoyer. Vision is the only other notable option, but Telescope Trap already covers much of that ground.

Gameplay: What the Heck Is This Main Attack?

Trust us, we wish we could answer that question as much as you do. Cosmo's main attack is really weird.

He fires three very slow, long-range projectiles that orbit in a circular pattern. They spread farther apart as they travel while also growing in size and damage. That makes Cosmo similar to Piper in one important way: both are weak in close-range encounters.

Cosmo's damage nearly triples at maximum range compared with point blank. That should make it clear why the Gadget choice focuses so heavily on dealing with aggro.

If his base attack is difficult to hit, weak at melee range, and not exactly effortless from a distance, what is the catch?

The catch is his Super, Gravitational Pull. Landing it on an enemy, or even another target such as the Heist safe, creates an aura that pulls projectiles toward the marked target. The homing is severe. If a projectile is in range, it will lock on, sometimes even curving around walls when the angle is right.

The best part is that the effect applies to Cosmo's teammates too. Yes, you can finally fix your random's skill issue. The Super projectile also deals a little damage, which is negligible compared with the main effect but still useful in a pinch.

Cosmo's gameplay loop is simple: farm shots at range, charge the Super, mark an enemy, auto-aim, and win. If aggro gets close, use the right Gadget.

Matchups

Cosmo's matchup spread is similar to Piper's because both Brawlers scale so heavily with distance. If Cosmo lands his shots, he can beat most long-range opponents. At point blank, he loses to almost anyone, although Cosmo's close-range damage is still slightly higher than Piper's.

There are still important differences. Cosmo's attack is split into three wider projectiles, so Brawlers that rely on dodging, such as Max, have a harder time against him than they do against Piper. His Super also makes ranged duels much less forgiving once it connects.

On the other side, skilled snipers who can punish his slow shots, throwers who deny open firing lanes, and assassins who reach him cleanly remain serious problems. Cosmo has clear strengths, but his counters are equally clear.

Modes and Maps

This is where Cosmo differs most from Piper. His orbiting shots become extremely wide, and he has no movement or wall-breaking tools. He is only consistently usable on very open maps unless his teammates can open the map for him.

That makes Bounty his best mode. Heist takes second place because Cosmo can attach his Super to the safe and funnel team projectiles into it, but he is easy to run down and still needs open lanes.

Cosmo can work in modes such as Hot Zone or Gem Grab when the map and team composition cooperate. They simply require much more effort than Bounty or Heist.

Viability, Early Meta Predictions, and Final Thoughts

Frankly, Cosmo is just fine. Yes, you heard that right. Our first impression is that he is balanced: not too strong, not too weak, and equipped with very clear counters.

We are placing him at the top of B tier for now. That could change once he becomes available in Ranked and everyone has more time to adjust, but it is the right early placement based on our testing.

Check out the Cosmo build and counter guide for the recommended loadout, best modes, and complete matchup lists.

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