Target all allies.
Cleanse.
Target all opponents.
Attack , bypassing Absorb.

Acrocanthosaurus was the largest carnivore in North America during the Early Cretaceous period. This theropod evolved with massive holes - called fenestra - on the sides of its skull, easing the weight of its 51 inch long head.
Permanent protection · 100% = immune
Damage follows your build, before battle effects.
Target all allies.
Cleanse.
Target all opponents.
Attack , bypassing Absorb.
Target all opponents.
Destroy shields.
Attack , bypassing Armor, Absorb.
Cooldown: 2.
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.
Target Self.
Increase Damage 20% for 2 turns, 4 attacks.
Target Self.
Cleanse Vulnerability.
Target escaping opponent.
Destroy shields.
Attack , bypassing Armor.
Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.
Keeping 0 speed tiers (110 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.
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.
At level 26. Each ceiling puts as many available points as possible into that one stat; these are separate builds, not a combined maximum.
| Stat | Current | Individual ceiling | Try a focused build |
|---|---|---|---|
| Health | 4,800 | 7,200 | |
| Damage | 1,700 | 2,550 | |
| Speed | 110 | 150 | |
| Armor | 0% | 0% | |
| Crit chance | 30% | 30% | |
| Crit damage | 1.25× | 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.
Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.
| Level reached | DNA | Coins | Base health | Base damage |
|---|---|---|---|---|
| 12 | 100 | 2,000 | 2,424 | 858 |
| 13 | 150 | 4,000 | 2,545 | 901 |
| 14 | 200 | 6,000 | 2,672 | 946 |
| 15 | 250 | 8,000 | 2,806 | 993 |
| 16 | 300 | 10,000 | 2,946 | 1,043 |
| 17 | 350 | 15,000 | 3,094 | 1,095 |
| 18 | 400 | 20,000 | 3,248 | 1,150 |
| 19 | 500 | 30,000 | 3,411 | 1,208 |
| 20 | 750 | 40,000 | 3,581 | 1,268 |
| 21 | 1,000 | 50,000 | 3,760 | 1,331 |
| 22 | 1,250 | 60,000 | 3,948 | 1,398 |
| 23 | 1,500 | 70,000 | 4,146 | 1,468 |
| 24 | 2,000 | 80,000 | 4,353 | 1,541 |
| 25 | 2,500 | 90,000 | 4,571 | 1,619 |
| 26 | 3,000 | 100,000 | 4,800 | 1,700 |
| 27 | 3,500 | 120,000 | 5,040 | 1,784 |
| 28 | 4,000 | 150,000 | 5,292 | 1,874 |
| 29 | 5,000 | 200,000 | 5,556 | 1,967 |
| 30 | 7,500 | 250,000 | 5,834 | 2,066 |
| 31 | 10,000 | 250,000 | 6,096 | 2,159 |
| 32 | 10,000 | 250,000 | 6,336 | 2,244 |
| 33 | 10,000 | 250,000 | 6,576 | 2,329 |
| 34 | 10,000 | 250,000 | 6,840 | 2,422 |
| 35 | 10,000 | 250,000 | 7,200 | 2,550 |
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.
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.

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.
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.
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.