Build options
Compare AlbertosaurusCreate a custom version

Your build

Health
4,350
Damage
1,750
Speed
106
Armor
0%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
50%
Damage reduction
0%
Rend
0%
Speed reduction
Immune
Stun
0%
Swap prevention
Immune
Taunt
0%
Vulnerability
25%
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.

Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Killer Instinct move icon from Jurassic World Alive

Priority.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target highest HP opponent. Attack , bypassing Armor.

Cooldown: 1.

Fierce Impact move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

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
Health4,3506,525
Damage1,7502,625
Speed106146
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 2644,250 DNA588,000 coins

Creation requires 100 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
71002001,721692
81504001,807727
92006001,897763
102508001,992801
113001,0002,092841
123502,0002,197883
134004,0002,306928
145006,0002,422974
157508,0002,5431,023
161,00010,0002,6701,074
171,25015,0002,8041,128
181,50020,0002,9441,184
192,00030,0003,0911,243
202,50040,0003,2451,305
213,00050,0003,4081,371
223,50060,0003,5781,439
234,00070,0003,7571,511
245,00080,0003,9451,587
257,50090,0004,1421,666
2610,000100,0004,3501,750
2712,500120,0004,5671,837
2815,000150,0004,7951,929
2920,000200,0005,0352,025
3025,000250,0005,2872,127
3130,000250,0005,5242,222
3230,000250,0005,7422,310
3330,000250,0005,9592,397
3430,000250,0006,1982,493
3530,000250,0006,5252,625
26 left
HP 4,350DMG 1,750SPD 106
Simulated battles · Level 26 vs 26 · No boosts

How to beat Albertosaurus: counters that win

Battle level
215 of 494 beat it250 it beats

To beat Albertosaurus, bring Herrerasaurus, the best Rare counter. Use Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike to win with about 72% HP left. Overall best: Indolycan (Apex). Albertosaurus: Indolycan, Indoraptor Mattel and Panthera Blytheae beat it at level 26, and it beats 250 of 494 creatures.

How to beat Albertosaurus with Herrerasaurus, move by move

  • If Albertosaurus opens with Fierce Strike: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 72% HP left.
  • If Albertosaurus opens with Killer Instinct: Instant Cunning Strike, then Cunning Rampage. Wins with 83% HP left.
  • If Albertosaurus opens with Fierce Impact: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 75% HP left.

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

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

4,200 / 4,200 HP
VSReady
Albertosaurus, a Rare creature in Jurassic World Alive
Albertosaurus
4,350 / 4,350 HP

If Albertosaurus opens with…

  1. Turn 1Most likely roll3,890 vs 2,794 HP
  2. Turn 2Most likely roll3,425 vs 1,238 HP
  3. Turn 33,425 vs 0 HP

Herrerasaurus wins with 3,425 HP left (82%).

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

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All 215 creatures that can beat Albertosaurus

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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 Albertosaurus 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.