Build options
Compare AilurarctosCreate a custom version

Your build

Health
3,900
Damage
1,350
Speed
106
Armor
10%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
0%
Rend
0%
Speed reduction
75%
Stun
0%
Swap prevention
0%
Taunt
0%
Vulnerability
75%
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.

Target Self. Increase Damage 50% for 2 turns, 2 attacks. Shield 50% for 1 turn, 2 attacks. Heal 50% max HP. Reduce Healing 50% for 3 turns.

Alert Decelerating Impact move icon from Jurassic World Alive

Above 50% HP

Target highest damage opponent. Attack .

Target fastest opponent. Reduce Speed 50% for 1 turn.

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

Cooldown: 1.

50% HP or lessDetails of the 50% HP or less form

Target highest damage opponent. Attack .

Target random opponent. Stun 75% chance for 1 turn.

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

Cooldown: 1.

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.

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 (106 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
Health3,9005,850
Damage1,3502,025
Speed106146
Armor10%10%
Crit chance5%5%
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
121002,0001,969681
131504,0002,068715
142006,0002,171751
152508,0002,280789
1630010,0002,394828
1735015,0002,513870
1840020,0002,639913
1950030,0002,771959
2075040,0002,9101,007
211,00050,0003,0551,057
221,25060,0003,2081,110
231,50070,0003,3681,166
242,00080,0003,5371,224
252,50090,0003,7141,285
263,000100,0003,9001,350
273,500120,0004,0941,417
284,000150,0004,2991,488
295,000200,0004,5141,562
307,500250,0004,7401,640
3110,000250,0004,9531,714
3210,000250,0005,1481,782
3310,000250,0005,3431,849
3410,000250,0005,5571,923
3510,000250,0005,8502,025
26 left
HP 3,900DMG 1,350SPD 106
Simulated battles · Level 26 vs 26 · No boosts

How to beat Ailurarctos: counters that win

Battle level
197 of 494 beat it244 it beats

To beat Ailurarctos, bring Baryonyx, the best Epic counter. Use Crushing Stun, then Fierce Rampage to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Ailurarctos: Aliorasuchus, Indolycan and Junior beat it at level 26, and it beats 244 of 494 creatures.

How to beat Ailurarctos with Baryonyx, move by move

  • If Ailurarctos opens with Ferocious Shielded Heal: Crushing Stun, then Fierce Rampage. Wins with 100% HP left.
  • If Ailurarctos opens with Alert Decelerating Impact: Crushing Stun, then Fierce Rampage. Wins with 100% HP left.

Each fight is played out move by move. Ailurarctos 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.

4,200 / 4,200 HP
VSReady
Ailurarctos, an Epic creature in Jurassic World Alive
Ailurarctos
3,900 / 3,900 HP

If Ailurarctos opens with…

  1. Turn 14,200 vs 3,900 HP
    • Baryonyx uses Crushing StunPriorityStuns
    • Ailurarctos picks Ferocious Shielded Heal, but Baryonyx acts first with priority and stuns it with Crushing Stun, so Ferocious Shielded Heal never happens.
  2. Turn 24,200 vs 0 HP

Baryonyx wins with 4,200 HP left (100%).

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

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All 197 creatures that can beat Ailurarctos

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.

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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 Ailurarctos 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.