Cosmo
Tier list
Hero, Cosmic, Bio, Support, Knowhere, Guardian
Arena | ★ ★ ★ ★ ★ |
Alliance War Offense | ★ ★ ★ ★ ★ |
Alliance War Defense | ★ ★ ★ ★ ★ |
Blitz/Real-Time Arena | ★ ★ ★ ★ ★ |
Raid | ★ ★ ★ ★ ★ |
Dark Dimension | ★ ★ ★ ★ ★ |
Cosmic Crucible | ★ ★ ★ ★ ★ |
Iso-8
As for Iso-8 Class for Cosmo, we have several good options, among which we chose Skirmisher as the most effective. Let’s start with that and explain why (in our opinion) it’s best to give the Cosmo Skirmisher Class.
As a Skirmisher, Cosmo will have an additional Focus that will enable her a higher probability of applying negative effects (Offense Down 2 turns + Bleed) to any opponent that attacks her. Cosmo’s Ultimate is crucial because it removes all positive effects from all opponents. In War, the additional focus from Star-Lord (Annihilation) will certainly help, and Skirmisher may not be necessary for all the aforementioned things. But outside of War, it is a question. Especially when we don’t have enough strong Cosmo.
The next good option for her is Raider – If we assume that Cosmo will be able to flip positives on enemies and throw debuffs on attackers without the help of additional focus. In that case, Raider is an interesting and justifiable option. It is true that with just one of his attacks (Special), Cosmo attacks multiple targets, but the additional chance for Vulnerability is always acceptable. Nothing special, but better is better to have an additional chance for the Vulnerable than to have an extra focus that is not needed.
A third good option is Healer. Cosmo is the Support Knowhere team, so Healer provides additional healing and security. We don’t have much to add here. We all already know how Healers work. Extra healing is always acceptable.
Looking at all the options, we decided on Skirmisher precisely because we don’t know how strong Cosmo you will have. It’s in the Knowhere team’s interest that Cosmo always completes his tasks – passively and actively, so if he can’t do them – it’s a fail. To begin with, until Cosmo is not strong enough for you, we advise you to go with him as a Skirmisher. Later (and through the game, you will best see when), you can change the Skirmisher to another Iso-8 Class.
T4 Priority
P – Passive ability
S – Special ability
U – Ultimate ability
B – Basic ability
Passive
When Cosmo’s Passive is upgraded to the last level, two very useful things are obtained:
1 – When an enemy attacks Cosmo, she applies Offense Down for 2 turns.
2 – As long as Cosmo has Deflect or Minor Deflect, she passively reduces the Cric Chance of all enemies by 50%.
So improving Passive is certainly one of the biggest (if not the biggest) priorities.
Special
Special on max brings increased Damage, but more importantly, it removes all positive effects from primary and secondary targets (up from 3). A very useful upgrade.
Ultimate
The Ultimate upgrade is only for War, but Knowhere is a team specialized in that game mode, so you definitely need the Ultimate upgrade. So in War, apply +1 Safeguard and generate 1 Ability Energy on yourself and all Knowhere allies. The Knowhere team gains Safeguard from Nova passively and from both of his abilities, but the extra Safeguard can’t hurt.
Basic
Basic at maximum will clear 2 negative effects from Cosmo (up from 1) and 2 positivities from the primary target (up from 1). The damage increase is also helpful, so when we take a closer look and think about it, we come to the conclusion that Cosmo should be upgraded to max all 4 abilities.
Infographics

Theory Craft
Cosmo is a Golden Retriever-Labrador mix dog. As part of the space program – experiment Cosmo was launched into space. She got psionic powers by being exposed to cosmic rays that mutated her. She served as Chief Security for Knowhere before teaming up with Nova.
Cosmo is Support in the Knowhere team and acts as the team’s guard dog by using her high Health and Focus stats to ward off negative effects, clear enemies’ positivities, and provide powerful heals. She is even more solid in Alliance War game mode, where she can grant her allies powerful buffs and Ability Energy.
Basic – Ruff’em Up
With Basic ability, Cosmo clears 2 negative effects from self, then attacks the primary target and removes 2 positive effects from the enemy.
Like all other Knowhere characters, it has a 50% chance to revive a dead Korg ally with 10% Max Health.
Basic is a way to get rid of negativities while at the same time removing positive ones from the target. Nothing special, but still usable in some cases. When Korg dies – for example.
ISO – 8/Counter Attack/Assists:
Same as Basic with a bit less Damage and without Reviving Korg.
Special – Go Fetch
Energy Cost: 5/5
With Special, Cosmo attacks primary and adjacent targets and removes all positive effects on them. Clear 2 Bleeds and 2 random negativities from self and all allies, and heal the most injured ally for 20% of her Max Health. After that, she will apply +1 Deflect to the whole team.
In War, he gets +1000% extra Focus for this, and the attack is Unavoidable.
The special is one of the ways to heal a team member, while on the other hand, it can serve as an excellent move that will remove positive effects from several enemies. It’s especially effective in War, where the extra Focus and Unavoidable attack made this a surefire way to remove buffs from opponents.
Cosmo can use Special on her first move, as we can see.
Ultimate – Zoomies
Energy Cost: 5/7
The Ultimate can be used on the second turn, and when she does this, Cosmo will fill her Speed ​​Bar by 25% while she is on the Knowhere team.
With Ultimate, she does two crucial things. Clear all negatives from her entire team (and herself) and remove all positives from all enemies. After that, she heals her entire team for 25% of her Max Health and Barrier her entire team for 10% of her Max Health.
In War, she applies +1 Safeguard and generates 1 Ability Energy for herself and all Knowhere allies.
A great Ability that Cosmo helps his own and hits the opposing team at the same time. And like Special even more influential in War, where she additionally buffs and feeds Energy to its team.
Passive – The Goodest Girl
On Spawn, Cosmo will gain Immunity. It is an excellent buff that will prevent most debuffs at the very beginning of the fight.
When the enemy attacks her, she inflicts Offense Down (2 turns) and Bleed on the attacker, and in War, even damages him (5% of the attacker’s Max Health).
While having Deflect or Minor Deflect, she passively reduces the Crit Chance of all enemies by 50%. This is crucial – we know that the Knowhere team is full of Deflect, so Cosmo’s passive will reduce the Damage received (versus some teams even considerably reduce) and thus increase the durability of the whole team.
Passively gains +10% Resistance as it provides to the entire Knowhere team. In War, an additional +10%. I was expecting 30% here, I was a little surprised at only 10%, but that’s how it is.
All in all, a solid passive that additionally strengthens the entire team and reduces the Damage received.
With the ability to remove all the negativities from her team (do not have to be Knowhere) and all the positives from the enemy (even out of War), Cosmo extends its usability to other game modes and even out of the Knowhere team.
She removes positive effects from enemies with all her attacks, so she can be very dangerous if neglected. And realistically, a cute little dog is easy to ignore as a danger. That would be the opponent’s biggest mistake.
Cosmo is a real support character who can be crucial against opponents of some type and fuse in the machinery called Knowhere. For the first time, we have houses as one of the characters in this game, so it is unique in every way. Cute, maybe even funny, but also so dangerous to opponents.
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