Build options
Compare AcrocanthosaurusCreate a custom version

Your build

Health
4,800
Damage
1,700
Speed
110
Armor
0%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
Immune
Damage reduction
0%
Rend
0%
Speed reduction
0%
Stun
50%
Swap prevention
0%
Taunt
0%
Vulnerability
50%
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.

Group Cleansing Strike move icon from Jurassic World Alive

Target all allies. Cleanse.

Target all opponents. Attack , bypassing Absorb.

Fierce Rampage move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target highest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Delay: 1. Cooldown: 1.

Counter Ferocity

Counter-attack

Target Self. Increase Damage 20% for 2 turns, 4 attacks.

Fierce Bite on Escape move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target escaping opponent. Destroy shields. Attack , bypassing Armor.

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 (110 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
Health4,8007,200
Damage1,7002,550
Speed110150
Armor0%0%
Crit chance30%30%
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 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0002,424858
131504,0002,545901
142006,0002,672946
152508,0002,806993
1630010,0002,9461,043
1735015,0003,0941,095
1840020,0003,2481,150
1950030,0003,4111,208
2075040,0003,5811,268
211,00050,0003,7601,331
221,25060,0003,9481,398
231,50070,0004,1461,468
242,00080,0004,3531,541
252,50090,0004,5711,619
263,000100,0004,8001,700
273,500120,0005,0401,784
284,000150,0005,2921,874
295,000200,0005,5561,967
307,500250,0005,8342,066
3110,000250,0006,0962,159
3210,000250,0006,3362,244
3310,000250,0006,5762,329
3410,000250,0006,8402,422
3510,000250,0007,2002,550
26 left
HP 4,800DMG 1,700SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Acrocanthosaurus: counters that win

Battle level
270 of 494 beat it220 it beats

To beat Acrocanthosaurus, bring Baryothus, the best Epic counter. Use Echolocate, then Patient Fierce Wound, then Blessed Shield Strike to win with about 95% HP left. Overall best: Aliorasuchus (Unique). Acrocanthosaurus: Aliorasuchus, Cryolophosaurus Mattel and Distortus Rex beat it at level 26, and it beats 220 of 494 creatures.

How to beat Acrocanthosaurus with Baryothus, move by move

  • If Acrocanthosaurus opens with Group Cleansing Strike: Echolocate, then Patient Fierce Wound, then Blessed Shield Strike. Wins with 100% HP left.
  • If Acrocanthosaurus opens with Group Defense Shattering Impact: Echolocate, then Patient Fierce Wound, then Blessed Shield Strike. Wins with 95% HP left.

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

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

4,600 / 4,600 HP
VSReady
Acrocanthosaurus, an Epic creature in Jurassic World Alive
Acrocanthosaurus
4,800 / 4,800 HP

If Acrocanthosaurus opens with…

  1. Turn 14,058 vs 4,800 HP
  2. Turn 24,315 vs 804 HP
  3. Turn 34,600 vs 0 HP

Baryothus wins with 4,600 HP left (100%).

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

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All 270 creatures that can beat Acrocanthosaurus

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 24 of 43 Epic

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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 Acrocanthosaurus 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.