Cojo has been a mid to late game all star for me. For the reasons listed above for one. Also, I try to keep him away from the heavier hitters early game and let my minions tie things up while Cojo tries some schemes with Myranda. When everyone is softened up on their side, or put down some markers for me, he gets real nice. He can easily finish off with his Rampage, being Ml 7 with 3 in weak. Alpha helps get him in better position. Then both his (0)'s can really help swing the game in your favour, whether you push out models that are in tight spots (like setting up schemes like Entourage, Breakthrough, or Plant Evidence) then moving out. Or taking down those last second scheme markers to deny points altogether. Rude Sign Language + the auto trigger for Flush Out can get models pretty far down the field (like in Turf War) 8", which is a double walk for pretty much anyone to try and make up that ground again, while still having Cojo to deal with who has the above mentioned durabilities. Just try to keep him safe and let him do some late game lifting and he'll really shine.