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Brawl Stars Guide

Brawl Stars Cosmo and Vince Guide (2026): Stats, Builds, Modes, Counters, and Release Status

Updated 2026-10-0615 min read

Quick answer: Cosmo is a live Mythic Controller (since September 10, 2026; in Brawler Blast for 1,900 Credits since October 1) whose 3 planets hit for 250 damage near him and 1,000 at the edge of his 9-tile range, so he is a long-range support pick, not a close-range fighter; Vince, the Mythic Damage Dealer who farms caterpillars into moths, is still not playable as of October 6, 2026, so his health and damage are unconfirmed.

Brawl Stars Cosmo and Vince Guide (2026): Stats, Builds, Modes, Counters, and Release Status

Cosmo and Vince are the 2 Mythic brawlers in Brawl Stars Update 69 (Royal Academy and Brawl-O-Ween, September–October 2026), but only one of them is in the game. Cosmo entered early access and the Training Cave on September 10, 2026, joined Brawler Blast on October 1, and fields 3,400 base health, a 9-tile range and planets that scale from 250 to 1,000 damage as they fly outward. Vince has not released: the Brawl Stars Wiki lists his early access for October 8 and his Brawler Blast slot for November 5, 2026. In 1,687 Ranked appearances between September 17 and October 5, Cosmo won 43.8% of decided games, the 5th-lowest mark of the 107 brawlers in our sample.

What Is Cosmo's Kit and What Are His Stats?

Cosmo fires 3 planets that orbit outward in a widening circle, and each planet grows in size and damage the farther it travels. At Power 1 the Brawl Stars Wiki lists 3,400 health, normal 750 movement speed, a 9-tile (Long) range and a slow 2-second reload; each planet deals 250 damage at minimum and 1,000 at maximum distance. That spread is the whole kit in one number: a planet that connects at the edge of the orbit hits 4 times harder than one that connects next to him.

His Super, Gravitational Pull, fires a projectile with 9.33-tile range. On a hit it deals 500 damage and attaches a black hole to the enemy for 6 seconds; any projectile from Cosmo or his teammates that passes through that zone gains strong homing toward the target. Super charge also rewards distance: each planet hit charges between roughly 4.1% and 16.3% of the Super, with the high end coming from hits near max range.

Cosmo stat (Power 1)ValueWhy it matters
Health3,400"Moderate" health per the wiki; he cannot trade at point-blank range
Range9 tiles (Long)Outranges most Controllers; matches common Sharpshooter lanes
Reload2 seconds (Slow)Missed volleys cost a lot of uptime
Planet damage250 near → 1,000 far4× swing; play at the edge of the orbit
Super damage / duration500 / 6 secondsThe homing window, not the damage, is the payoff
Super range9.33 tilesTags targets behind his own front line
Super charge per planet hit~4.1% → ~16.3%Long-range hits charge the Super up to 4× faster

These figures come from the wiki's live stat page. The September 16, 2026 maintenance did not change any of them; it only fixed Cosmo's main attack so it ends in the same position on mirrored maps and follows the same path from the blue and red sides.

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How Does Cosmo's Super Work With Teammates?

Cosmo's Super turns every teammate's projectile into a homing shot for 6 seconds, and the Brawl Stars Wiki's testing shows exactly which shots qualify. Thrown and lobbed projectiles home in, including Dynamike, Grom and Barley main attacks and Sprout, Squeak and Brock Supers. Brawlers who use themselves as the projectile do not, so Mortis, Kenji and Mico attacks and El Primo, Fang, Kit, Bull, Darryl and Surge Supers gain nothing from the magnet.

That rule decides who Cosmo should queue with. The best partners fire many projectiles or slow ones that normally miss moving targets: throwers whose lobs telegraph, snipers whose long-range bullets give the target time to dodge, and multi-bullet Damage Dealers. Supercell's own description calls it "extreme homing", and the practical effect is that a tagged enemy cannot juke a lob for 6 seconds.

The same rule cuts the other way in the draft: don't pair Cosmo with teammates whose damage is themselves — Mortis, Kenji or Mico attacks, or El Primo, Fang, Kit, Bull, Darryl or Surge Supers — because those never home on the magnet.

Use the Super when 2 teammates are loaded, not when it charges. A magnet on a target nobody shoots is 500 damage and nothing else; the same magnet on a target 2 reloaded allies are aiming at is often a kill.

What Is the Best Cosmo Build?

The best default Cosmo build is Ammo Attractor with Planetary Pushback. Ammo Attractor reloads 2 ammo when Cosmo's Super hits an enemy (not his main attack — the release notes are explicit), which means every successful magnet also refills his slow 2-second reload for the follow-up volley. Planetary Pushback lobs a 2.33-tile-radius knockback on a 14-second cooldown, which is the only tool in his kit that buys back distance once a diver reaches him.

Cosmo choiceUse whenKit-based reason
Ammo Attractor (Star Power)Default2 ammo back on every Super hit covers his slow reload during the 6-second homing window
Precession (Star Power)Open maps, Bounty, Knockout25% faster orbit makes outer-ring hits easier to land on strafing targets
Planetary Pushback (Gadget)Default; tank and assassin lobbies2.33-tile-radius knockback, 14 s cooldown; creates the space to walk back toward his high-damage outer orbit
Telescope Trap (Gadget)Hot Zone, mobility-heavy drafts6 s reveal that blocks dashes, jumps and teleports inside the area; 20 s cooldown

Precession is a range tool, not a close-range one. A faster orbit gets planets to their maximum-damage radius sooner, so it helps most on maps where you are already shooting at 8-9 tiles. Telescope Trap earns the slot when the enemy draft leans on movement: it reveals invisible brawlers and denies every dash and jump in its zone for 6 seconds, which is long enough to hold a Hot Zone circle through a Stu, Max or Mortis push.

Cosmo has no Hypercharge or Buffies, and early-access brawlers cannot receive either through Brawler Blast until they are fully released. For how his options compare with the rest of the roster's loadouts, see the best builds guide.

Is Cosmo Good in Ranked Right Now?

Cosmo is underperforming in Ranked. In our Season 49 Ranked sample (September 17 – October 5, 2026), he made 1,687 appearances (one per player per game) and won 43.8% of the games that ended in a win or loss, the 5th-lowest win rate among the 107 brawlers picked in that window. He made up 0.07% of all appearances, so most Ranked players have not adopted him yet.

Cosmo in Ranked, by modeRanked appearancesWin rate
Hot Zone47443.2%
Bounty38547.8%
Knockout32844.5%
Heist21942.9%
Gem Grab19740.1%
Brawl Ball8437.3%
All modes1,68743.8%

Read the per-mode rows as direction, not verdicts: every mode has under 500 appearances, and Brawl Ball has 84. Two factors the sample cannot separate out weigh on that figure. First, until October 1 Cosmo could only be unlocked early — from Cosmo Boxes or a Shop or Supercell Store purchase — so much of the sample is players still learning a new brawler. Second, Cosmo's value is a team effect — his Super makes allies' shots land — and win rate credits that to the whole team, while solo-queue lobbies rarely coordinate around a magnet. Bounty, the mode where his 9-tile range and long-range Super charge matter most, is his best mode in the sample.

We left out his Trophy Road win rate on purpose. A newly unlocked brawler starts at 0 trophies and climbs through low-trophy lobbies, so his ladder record measures matchmaking, not strength.

What Does Vince Do?

Vince runs a collection economy. His trait spawns caterpillars near him; hitting one with a coffee attack or walking over it turns it into a moth for his collection, and he loses 50% of that collection when defeated. His main attack, Espresso Shot, fires a cup of coffee. His Super, Barista Barrage, fires a projectile that inflicts a Caterpillar debuff, and his main attacks deal bonus damage to debuffed enemies.

His 2 Gadgets are Hot Coffee, an explosive cappuccino that deals area damage, and Metamothosis, which converts all nearby caterpillars into moths and grants an extra moth for each one. His 2 Star Powers are Come to Papa, which makes nearby caterpillars crawl toward him, and Bug Bandage, which heals him every time he turns a caterpillar into a moth — 1,200 per conversion in Supercell's Update 69 announcement, a pre-release figure (the wiki's game-file value is 1,080) that may change before launch. His Prestige titles are Creepy (Prestige 1) and Buggin' Out (Prestige 3).

The release notes say what the moth count does only through the Super's bonus-damage rule. The community wiki describes a Super that grows in stages as the collection rises, but that description and every health or damage figure circulating for Vince predate his release, and Brawl Stars changes new brawlers' numbers quickly: Wendy was nerfed on September 1 and again on September 16, within five weeks of her August 13 early access. This page will add Vince's numbers once he is playable and they can be checked in the Training Cave.

When Does Vince Release?

Vince is not playable as of October 6, 2026. Supercell's Update 69 notes cover September–October 2026 and list him as a new brawler, and the Brawl Stars Wiki's history for Vince lists early access from October 8, 2026 and Brawler Blast availability from November 5, 2026. Cosmo followed the same 2-step path: early access on September 10, then Brawler Blast on October 1, 21 days later.

MilestoneCosmoVince
AnnouncedUpdate 69 notes (September 1, 2026)Update 69 notes (September 1, 2026)
Early access + Training CaveSeptember 10, 2026October 8, 2026 (wiki listing)
Brawler Blast (1,900 Credits)October 1, 2026November 5, 2026 (wiki listing)
Balance changes since launchNone (bug fix only, September 16)Not released

Brawler Blast is the Credits-based unlock system that replaced Starr Road in this update; Mythics cost 1,900 Credits, and there is a 50% chance per opening to choose between 2-4 brawlers. Our Brawler Blast guide covers the odds and Gem Fragment upgrades.

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What Is the Best Vince Build Before Release?

The best Vince build, judged from his announced kit until he is playable, depends on how safely the map lets him collect. Come to Papa removes the walking: caterpillars crawl to him, so he can farm from cover on open maps where crossing ground to collect means dying. Bug Bandage turns the same economy into healing on every conversion, and Metamothosis batch-converts every nearby caterpillar with a bonus moth each, so the two together make one Gadget press a burst heal.

Vince choiceUse whenKit-based reason
Come to PapaOpen maps, sniper-heavy draftsCaterpillars come to Vince instead of Vince walking to them
Bug BandageSustained lane fightsA heal on every conversion turns collecting into a health bar
Hot CoffeeBush control, grouped enemiesArea damage checks spaces his single-target cup cannot
MetamothosisBefore a committed fightConverts every nearby caterpillar with +1 moth each, on your timing

The rule that holds for every build: a death costs Vince 50% of his collection. Any plan that accepts even trades hands the enemy half his progress. We will move these from kit analysis to tested verdicts after his early access opens.

Which Modes Suit Cosmo and Vince?

Cosmo fits modes where the enemy must stand in a known place at range. Bounty and Knockout reward his 9-tile outer orbit and long-range Super charge, Hot Zone rewards Telescope Trap's 6-second movement lockout on the circle, and Heist lets a magnet on a defender near the safe pull allied fire through the brawler and into the objective. He is weakest on tight Brawl Ball and Heist maps with heavy walls, where tanks reach him before his planets reach full damage — his 84 Brawl Ball appearances in our sample won 37.3%.

Vince, on paper, fits long matches with safe farming pockets: Gem Grab, Hot Zone and Brawl Ball respawn you and keep the game going, so his collection can compound. Knockout is the riskiest fit, because one defeat costs 50% of his moths and, in Knockout, takes him out of the round. Map-level verdicts for him need live games; the modes guides — best Hot Zone brawlers, best Bounty brawlers — carry the current mode picks.

How Do You Counter Cosmo?

Counter Cosmo by closing the distance. His planets deal 250 damage next to him and 1,000 at the edge, so a tank or assassin standing on top of him takes a quarter of the damage a Sharpshooter at 9 tiles takes. Bait Planetary Pushback first: once its 14-second cooldown is spent, he has no way to reset the gap.

Against Gravitational Pull, the tagged player should break line of sight for the 6 seconds rather than trade into homing fire, while the other 2 punish Cosmo for committing the Super. Spread positioning also blunts it, because the black hole follows 1 enemy. Against Telescope Trap, movement brawlers should hold their dash until they leave the revealed zone; the lockout covers dashes, jumps and teleports for 6 seconds.

Dive brawlers such as Mortis or Kenji are the natural answer: they reach Cosmo where his planets deal 250 damage instead of 1,000. Our drafting guide covers turning that into a pick order.

How Will You Counter Vince Once He Releases?

Vince counters, judged from his announced kit, start with taxing his economy. Every defeat strips 50% of his collection, so burst brawlers that confirm kills reset his progress in a way poke damage never will. Contest the caterpillars too: they spawn near him and he needs to touch or shoot them, so pressure that keeps him walking away from his spawns slows his Super's bonus damage.

When Barista Barrage lands its Caterpillar debuff, back off until it expires; the bonus damage only applies to his main attacks while you are debuffed and in range. Treat him like a charging threat — the same way you would pressure a Nita before her bear or an Edgar before his Super — and keep him at the weak end of his own scaling. Specific counter-pick names wait for his live numbers.

Did Cosmo or Vince Get Balance Changes Since Launch?

Impact: small. Cosmo and Vince have had no stat change since the September 1, 2026 release notes. The only post-launch change is the September 16 maintenance fix to Cosmo's mirrored-map path. That maintenance did rebalance the field around him: it nerfed 9 brawlers (Shade, Gus, El Primo, Amber, Nori, Wendy, Meg, Colette and Brock — Wendy's change traded her spawn shield, 100% → 40% of max health, for 500 more health) and buffed 9 (Poco, Chuck, Ollie, Trunk, Willow, Juju, Pam, Belle and R-T). The original Update 69 pass shipped 19 buffs, 11 nerfs and a full Chuck rework; the September 2026 update guide lists every line, and the tier list places the roster Cosmo joined.

Frequently Asked Questions

Is Cosmo good in Brawl Stars?

Cosmo is a niche support pick right now: in 1,687 Ranked appearances from September 17 to October 5, 2026 he won 43.8% of decided games, the 5th-lowest of 107 brawlers in our sample. He is strongest in coordinated teams on long-range maps, where his 9-tile orbit and 6-second homing Super are at full value.

When does Vince come out in Brawl Stars?

Vince is not playable as of October 6, 2026. The Brawl Stars Wiki lists his early access for October 8, 2026 and his Brawler Blast release for November 5, 2026, a 28-day gap, a week longer than Cosmo's 21 days (September 10 → October 1).

What does Cosmo's Ammo Attractor do?

Ammo Attractor reloads 2 ammo when Cosmo's Super hits an enemy. It does not trigger on main-attack hits, so its value comes from landing the 9.33-tile Gravitational Pull and then firing 2 extra volleys into the 6-second homing window.

How much damage does Cosmo do?

Cosmo's planets deal 250 damage each at minimum and 1,000 at maximum distance at Power 1, per the Brawl Stars Wiki, and he fires 3 per attack. His Super deals 500 damage, and his health is 3,400 at Power 1.

Do teammates' attacks home in with Cosmo's Super?

Cosmo's Super makes teammates' attacks home in: for 6 seconds, projectiles from Cosmo and his teammates that pass through the black hole home in on the tagged enemy, including thrown attacks like Dynamike's and Barley's. Brawlers who use themselves as the projectile, such as Mortis's and Kenji's attacks or El Primo's and Bull's Supers, get no homing.

What does Vince's Bug Bandage do?

Bug Bandage heals Vince each time he turns a caterpillar into a moth; Supercell's Update 69 announcement says 1,200 per conversion, a pre-release figure that can change before his launch. With the Metamothosis Gadget, which converts every nearby caterpillar and adds 1 bonus moth each, it becomes a burst heal on demand.

Can Cosmo and Vince get Hypercharges or Buffies?

Cosmo and Vince have no Hypercharge or Buffies announced as of October 6, 2026, and Brawler Blast cannot award a Hypercharge or Buffie to a brawler still in early access. Cosmo left early access on October 1; Vince has not entered it yet.

**Methodology:** Kit text and the 19-buff / 11-nerf count come from Supercell's Update 69 release notes (as mirrored on the Brawl Stars Wiki's 2026 version history) and Supercell's App Store notes for Update 69. Cosmo's stats are the Brawl Stars Wiki's live values at Power 1, read October 6, 2026; release and Brawler Blast dates come from the wiki's brawler histories. Ranked figures are TrophyCoach's own sample of 430,495 soloRanked games (2,582,970 brawler appearances, one per player per game, across 107 brawlers; each game of a Mythic+ best-of-3 counts separately) from public battle logs, September 17 – October 5, 2026, after the September 16 balance maintenance; win rate counts wins over wins plus losses. Vince's build, mode and counter sections are kit analysis until he is playable.

This material is unofficial and is not endorsed by Supercell. For more information see Supercell's Fan Content Policy: www.supercell.com/fan-content-policy.