Build options
Compare AcrocanthopsCreate a custom version

Your build

Health
4,650
Damage
1,800
Speed
120
Armor
0%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
50%
Rend
0%
Speed reduction
0%
Stun
34%
Swap prevention
0%
Taunt
Immune
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts in the build bar at the bottom of the screen.

Move set

Damage follows your build, before battle effects.

Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase.

Target lowest HP opponent. Attack .

Fierce Impact move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Cooldown: 1.

Revenge Distracting Strike move icon from Jurassic World Alive

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Target lowest HP opponent. Attack .

Cooldown: 2.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Target highest damage opponent. Reduce Damage 75% for 2 turns, 4 attacks.

Target lowest HP opponent. Attack .

Cooldown: 2.

Priority.

Target all opponents. Attack , bypassing Absorb.

Delay: 1. Cooldown: 2.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Priority.

Target all opponents. Attack , bypassing Absorb. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

Sliders & point limits

Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.

Explore boost tradeoffs & stat limits

How would you spend the remaining tiers?

Keeping 0 speed tiers (120 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.

Health × damage balance

Taller bars mean a higher health × damage score. “Best” maximizes that score at your chosen speed, not your win rate. Abilities, opponents and speed thresholds can favor a different split. Select a bar to try it.

Individual stat ceilings

At level 26. Each ceiling puts as many available points as possible into that one stat; these are separate builds, not a combined maximum.

StatCurrentIndividual ceilingTry a focused build
Health4,6506,975
Damage1,8002,700
Speed120160
Armor0%0%
Crit chance20%20%
Crit damage1.25×1.25×

Before conditional battle effects. The simulated battles below follow this level (at 26 or 35, whichever is nearer), with no boosts or enhancements.

Evolution & creation costs
From creation to level 264,000 DNA555,000 coins

Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0002,9971,160
1815020,0003,1471,218
1920030,0003,3041,279
2025040,0003,4691,343
2130050,0003,6431,410
2235060,0003,8251,480
2340070,0004,0161,554
2450080,0004,2171,632
2575090,0004,4281,714
261,000100,0004,6501,800
271,250120,0004,8821,889
281,500150,0005,1261,984
292,000200,0005,3822,083
302,500250,0005,6522,187
313,000250,0005,9052,286
323,000250,0006,1382,376
333,000250,0006,3702,466
343,000250,0006,6262,565
353,000250,0006,9752,700
26 left
HP 4,650DMG 1,800SPD 120
Simulated battles · Level 26 vs 26 · No boosts

How to beat Acrocanthops: counters that win

Battle level
141 of 494 beat it313 it beats

To beat Acrocanthops, bring Pelorosuchus, the best Legendary counter. Use Intimidating Wounding Impact, then Devouring Revenge to win with about 71% HP left. Overall best: Aliorasuchus (Unique). Acrocanthops: Aliorasuchus, Aquiraptor and Indolycan beat it at level 26, and it beats 313 of 494 creatures.

How to beat Acrocanthops with Pelorosuchus, move by move

  • If Acrocanthops opens with Cunning Strike: Intimidating Wounding Impact, then Devouring Revenge. Wins with 71% HP left.
  • If Acrocanthops opens with Fierce Impact: Intimidating Wounding Impact, then Devouring Revenge. Wins with 74% HP left.
  • If Acrocanthops opens with Revenge Distracting Strike: Intimidating Wounding Impact, then Devouring Revenge. Wins with 73% HP left.

Each fight is played out move by move. Acrocanthops sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Legendary counters. Every counter is in the full list below.

4,700 / 4,700 HP
VSReady
Acrocanthops, a Legendary creature in Jurassic World Alive
Acrocanthops
4,650 / 4,650 HP

If Acrocanthops opens with…

  1. Turn 12,999 vs 2,011 HP
  2. Turn 23,354 vs 0 HP

Pelorosuchus wins with 3,354 HP left (71%).

Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Pelorosuchus is higher level or boosted, this win only gets safer; if Acrocanthops is, it can turn the result, so check both builds first.

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All 141 creatures that can beat Acrocanthops

Full battle played move by move for up to eight turns. Quick estimate from a shorter six-turn screen; open one to play its full battle.

Showing 23 of 23 Legendary

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How these battles are simulated

Both creatures are level 26 with no boosts, enhancements or Omega training. Every unlocked move is available, including low-health variants, with delays, cooldowns, priority and speed order. The simulation applies armor, shields, dodge, cloak, critical hits, critical chance buffs and reductions, damage buffs and reductions, vulnerability, rend, healing, devour, damage over time, stun, daze, resistances and their reductions, cleansing, removals, immunity and counter-attacks. Daze stops the dazed creature's counter-attacks.

Stun, dodge and daze chances are counted as weighted outcomes, not sampled, and speed ties are split evenly. Critical hits count at their average: every hit adds its critical chance times the extra critical damage, so the damage shown in a battle includes that average. Each turn shown follows the most likely roll. Each battle is a fight to the knockout between these two creatures, so moves that swap the user out (Retreat, Rampage and Run and the like) are not used while another move is ready, and a win that can come sooner is taken sooner. Swapping, swap-in and escape abilities, taunt and flock damage limits are not modeled.

Every non-Omega creature is first screened against Acrocanthops in a quick estimate: up to six turns with a smaller search. The strongest candidates are then played out in full, up to eight turns, and any creature in the full list plays its full battle when you open it. A full battle can disagree with its quick estimate; the full battle is the better guide.

Battles are simulated at levels 26 and 35. When the build above is set to another level, the nearest one is shown and labelled.

These are simulated results, not guaranteed wins. A critical hit that lands, or one that does not, can change a close fight.