Build options
Compare AerospinosaurusCreate a custom version

Your build

Health
4,650
Damage
1,700
Speed
123
Armor
10%
Crit chance
25%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
50%
Damage reduction
75%
Rend
0%
Speed reduction
50%
Stun
Immune
Swap prevention
50%
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

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

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Aerospinosaurus reactive Unlocks at enhancement 5

After each action phase, after dealing a critical hit.

Self. increase Damage by 10% for 3 turns.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Instant Group Fierce Strike move icon from Jurassic World Alive

Priority.

Target Self. Cleanse Vulnerability.

Target all opponents. Destroy shields. Remove Taunt. Attack , bypassing Armor, Absorb.

Target Self. Dodge 100% chance, 67% of damage, for 2 turns. Increase Crit Chance 75% for 2 turns, 4 attacks.

Target fastest opponent. Remove Dodge.

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

Target lowest HP opponent. Vulnerable 50% for 2 turns, 2 attacks.

Cooldown: 2.

Target all allies. Increase Damage 25% for 3 turns. Increase Speed 25% for 3 turns.

Target all opponents. Damage over time 33% per turn for 3 turns. Reduce Speed 25% for 3 turns. Remove Dodge.

Cooldown: 3.

Target Self. Cleanse Vulnerability. Cleanse Damage over time.

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

Delay: 1. Cooldown: 1.

Swap in Afflicting Invincibility move icon from Jurassic World Alive

Target highest HP opponent. Reduce all resistance 50% for 2 turns, 4 attacks.

Target Self. Shield 100% for 1 turn, 4 attacks. Taunt 1 turn. Lockdown 2 turns.

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 (123 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 with enhancement 0. 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
Damage1,7002,550
Speed123163
Armor10%10%
Crit chance25%25%
Crit damage1.5×1.5×

Includes selected enhancements. 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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,8251,398
2315070,0004,0161,468
2420080,0004,2171,541
2525090,0004,4281,619
26300100,0004,6501,700
27350120,0004,8821,784
28400150,0005,1261,874
29500200,0005,3821,967
30750250,0005,6522,066
311,000250,0005,9052,159
321,000250,0006,1382,244
331,000250,0006,3702,329
341,000250,0006,6262,422
351,000250,0006,9752,550
26 left
HP 4,650DMG 1,700SPD 123
Simulated battles · Level 26 vs 26 · No boosts

How to beat Aerospinosaurus: counters that win

Battle level
34 of 494 beat it441 it beats

To beat Aerospinosaurus, bring Baryosaurus, the best Unique counter. Use All-Revealing Echolocation, then Instant Cunning Rampage to win with about 63% HP left. Overall best: Shantrospinos (Apex). Aerospinosaurus: Shantrospinos, Eremocanis and Baryosaurus beat it at level 26, and it beats 441 of 494 creatures.

How to beat Aerospinosaurus with Baryosaurus, move by move

  • If Aerospinosaurus opens with Instant Group Fierce Strike: All-Revealing Echolocation, then Instant Cunning Rampage. Wins with 63% HP left.
  • If Aerospinosaurus opens with Aerial Evasion: All-Revealing Echolocation, then Instant Cunning Rampage. Wins with 100% HP left.
  • If Aerospinosaurus opens with Group Wounding Advance: All-Revealing Echolocation, then Instant Cunning Rampage. Wins with 100% HP left.

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

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

5,100 / 5,100 HP
VSReady
Aerospinosaurus, a Unique creature in Jurassic World Alive
Aerospinosaurus
4,650 / 4,650 HP

If Aerospinosaurus opens with…

  1. Turn 13,188 vs 4,650 HP
  2. Turn 23,188 vs 0 HP

Baryosaurus wins with 3,188 HP left (63%).

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

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All 34 creatures that can beat Aerospinosaurus

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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 Aerospinosaurus 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.