Build options
Compare AlbertospinosCreate a custom version

Your build

Health
4,500
Damage
1,550
Speed
128
Armor
0%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
75%
Damage reduction
25%
Rend
0%
Speed reduction
Immune
Stun
0%
Swap prevention
Immune
Taunt
0%
Vulnerability
75%
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

Albertospinos reactive Unlocks at enhancement 5

At the start of the turn, if this creature has reduced damage.

Self. increase Damage by 15% for 1 turn, 2 attacks; increase Speed by 25% for 1 turn, 2 attacks.

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.

Defense Shattering Wound move icon from Jurassic World Alive

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Target highest HP opponent. Damage over time 20% per turn for 3 turns.

Merciless Alert move icon from Jurassic World Alive

Above 50% HP

Target highest HP opponent. Attack , bypassing Armor. Damage over time 15% per turn for 3 turns.

Cooldown: 1.

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

Target lowest HP opponent. Attack , bypassing Armor.

Target highest HP opponent. Damage over time 30% per turn for 3 turns.

Target Self. Swap out.

Cooldown: 1.

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 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.

Shattering Swap in Wound move icon from Jurassic World Alive

Target highest HP opponent. Destroy shields. Damage over time 30% per turn for 2 turns.

Target Self. Lockdown 2 turns.

No Escape

On escape

Target escaping opponent. Prevent swap 1 turn.

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 (128 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
Health4,5006,750
Damage1,5502,325
Speed128168
Armor0%0%
Crit chance15%15%
Crit damage1.25×1.25×

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
2210060,0003,7021,275
2315070,0003,8871,338
2420080,0004,0811,405
2525090,0004,2851,476
26300100,0004,5001,550
27350120,0004,7251,627
28400150,0004,9611,708
29500200,0005,2091,794
30750250,0005,4691,884
311,000250,0005,7151,968
321,000250,0005,9402,046
331,000250,0006,1652,123
341,000250,0006,4122,208
351,000250,0006,7502,325
26 left
HP 4,500DMG 1,550SPD 128
Simulated battles · Level 26 vs 26 · No boosts

How to beat Albertospinos: counters that win

Battle level
145 of 494 beat it333 it beats

To beat Albertospinos, bring Cryolophosaurus Mattel, the best Unique counter. Use Delayed Diminishing Advantage, then Lockdown Defensive Rampage to win with about 82% HP left. Overall best: Indolycan (Apex). Albertospinos: Indolycan, Shantrospinos and Quetzalvexus beat it at level 26, and it beats 333 of 494 creatures.

How to beat Albertospinos with Cryolophosaurus Mattel, move by move

  • If Albertospinos opens with Defense Shattering Wound: Delayed Diminishing Advantage, then Cunning Dodge Impact, then Lockdown Defensive Rampage. Wins with 86% HP left.
  • If Albertospinos opens with Merciless Alert: Delayed Diminishing Advantage, then Lockdown Defensive Rampage. Wins with 82% HP left.
  • If Albertospinos opens with Killer Instinct: Delayed Diminishing Advantage, then Lockdown Defensive Rampage. Wins with 100% HP left.

Each fight is played out move by move. Albertospinos 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.

4,875 / 4,875 HP
VSReady
Albertospinos, a Unique creature in Jurassic World Alive
Albertospinos
4,500 / 4,500 HP

If Albertospinos opens with…

  1. Turn 13,267 vs 4,500 HP
  2. Turn 2Most likely roll3,024 vs 1,738 HP
  3. Turn 3Most likely roll4,216 vs 0 HP

Cryolophosaurus Mattel wins with 4,216 HP left (86%).

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

Loading…

Loading…

All 145 creatures that can beat Albertospinos

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 24 of 53 Unique

My creatures

0 creatures saved in this browser. Used on every creature page to show the counters you have.

Loading creatures…

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 Albertospinos 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.