Build options
Compare AerotitanCreate a custom version

Your build

Health
4,200
Damage
1,300
Speed
123
Armor
10%
Crit chance
25%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
33%
Damage reduction
Immune
Rend
0%
Speed reduction
50%
Stun
0%
Swap prevention
0%
Taunt
0%
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.

Instant Resilient Strike move icon from Jurassic World Alive

Priority.

Target Self. Remove Damage reduction.

Target fastest opponent. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

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.

Cautious Cunning Rampage move icon from Jurassic World Alive

Priority.

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 .

Cooldown: 2.

Target Self. Shield 50% for 1 turn, 2 attacks.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target Self. 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. 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
Health4,2006,300
Damage1,3001,950
Speed123163
Armor10%10%
Crit chance25%25%
Crit damage1.5×1.5×

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
121002,0002,121656
131504,0002,227689
142006,0002,338723
152508,0002,455760
1630010,0002,578798
1735015,0002,707837
1840020,0002,842879
1950030,0002,984923
2075040,0003,134970
211,00050,0003,2901,018
221,25060,0003,4551,069
231,50070,0003,6271,122
242,00080,0003,8091,179
252,50090,0004,0001,238
263,000100,0004,2001,300
273,500120,0004,4101,364
284,000150,0004,6301,433
295,000200,0004,8611,504
307,500250,0005,1051,580
3110,000250,0005,3341,651
3210,000250,0005,5441,716
3310,000250,0005,7541,781
3410,000250,0005,9851,852
3510,000250,0006,3001,950
26 left
HP 4,200DMG 1,300SPD 123
Simulated battles · Level 26 vs 26 · No boosts

How to beat Aerotitan: counters that win

Battle level
170 of 494 beat it307 it beats

To beat Aerotitan, bring Ampelosaurus, the best Epic counter. Use Group Brace, then Shielded Impact, then Superior Vulnerability, then Group Brace, then Superior Vulnerability to win with about 74% HP left. Overall best: Indolycan (Apex). Aerotitan: Indolycan, Proto Lux and Shantrospinos beat it at level 26, and it beats 307 of 494 creatures.

How to beat Aerotitan with Ampelosaurus, move by move

  • If Aerotitan opens with Instant Resilient Strike: Group Brace, then Shielded Impact, then Superior Vulnerability, then Shielded Impact. Wins with 78% HP left.
  • If Aerotitan opens with Aerial Evasion: Group Brace, then Shielded Impact, then Superior Vulnerability, then Group Brace, then Shielded Impact, then Superior Vulnerability, then Group Brace. Wins with 77% HP left.
  • If Aerotitan opens with Cautious Cunning Rampage: Group Brace, then Shielded Impact, then Superior Vulnerability, then Group Brace, then Superior Vulnerability. Wins with 74% HP left.

Each fight is played out move by move. Aerotitan 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.

5,000 / 5,000 HP
VSReady
Aerotitan, an Epic creature in Jurassic World Alive
Aerotitan
4,200 / 4,200 HP

If Aerotitan opens with…

  1. Turn 15,000 vs 4,200 HP
  2. Turn 2Most likely roll4,269 vs 2,850 HP
  3. Turn 34,269 vs 1,757 HP
  4. Turn 43,995 vs 0 HP

Ampelosaurus wins with 3,995 HP left (80%).

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

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All 170 creatures that can beat Aerotitan

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 20 of 20 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 Aerotitan 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.