Build options
Compare AliorasuchusCreate a custom version

Your build

Health
4,350
Damage
1,500
Speed
126
Armor
10%
Crit chance
25%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

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

Aliorasuchus reactive Unlocks at enhancement 5

At the start of the turn, if this creature has swap prevention.

Self. increase Damage by 25% for 1 turn; increase Crit Chance by 50% for 1 turn.

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 Cunning Strike 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. Attack .

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.

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

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

Target highest HP opponent. Stun 100% chance for 1 turn.

Target highest damage opponent. Attack .

Target highest HP opponent. Prevent swap 2 turns.

Cooldown: 2.

Target Self. 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. Attack . Devour heal 40% over 3 turns.

Delay: 1. Cooldown: 1.

Swallowed Whole move icon from Jurassic World Alive

Target highest HP opponent. Rend 100% max HP, bypassing Armor, Dodge.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks. Lockdown 2 turns.

Cooldown: 4.

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 (126 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
Health4,3506,525
Damage1,5002,250
Speed126166
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
2210060,0003,5781,234
2315070,0003,7571,295
2420080,0003,9451,360
2525090,0004,1421,428
26300100,0004,3501,500
27350120,0004,5671,574
28400150,0004,7951,653
29500200,0005,0351,736
30750250,0005,2871,823
311,000250,0005,5241,905
321,000250,0005,7421,980
331,000250,0005,9592,055
341,000250,0006,1982,137
351,000250,0006,5252,250
26 left
HP 4,350DMG 1,500SPD 126
Simulated battles · Level 26 vs 26 · No boosts

How to beat Aliorasuchus: counters that win

Battle level
30 of 494 beat it438 it beats

To beat Aliorasuchus, bring Ampelorex, the best Unique counter. Use Intimidating Brace, then Dispersed Superior Vulnerability, then Dispersed Superior Vulnerability to win with about 38% HP left. Overall best: Shantrospinos (Apex). Aliorasuchus: Shantrospinos, Quetzalvexus and Ceranosaurus beat it at level 26, and it beats 438 of 494 creatures.

How to beat Aliorasuchus with Ampelorex, move by move

  • If Aliorasuchus opens with Instant Cunning Strike: Dispersed Superior Vulnerability, then Intimidating Brace, then Taunting Resilient Group Impact. Wins with 43% HP left.
  • If Aliorasuchus opens with Infectious Bite: Intimidating Brace, then Dispersed Superior Vulnerability, then Dispersed Superior Vulnerability. Wins with 38% HP left.
  • If Aliorasuchus opens with Swallowed Whole: Dispersed Superior Vulnerability, then Intimidating Brace, then Dispersed Superior Vulnerability. Wins with 59% HP left.

Each fight is played out move by move. Aliorasuchus 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.

5,900 / 5,900 HP
VSReady
Aliorasuchus, a Unique creature in Jurassic World Alive
Aliorasuchus
4,350 / 4,350 HP

If Aliorasuchus opens with…

  1. Turn 14,550 vs 2,955 HP
  2. Turn 25,015 vs 1,963 HP
  3. Turn 34,003 vs 1,904 HP
  4. Turn 42,528 vs 0 HP

Ampelorex wins with 2,528 HP left (43%).

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

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All 30 creatures that can beat Aliorasuchus

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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 Aliorasuchus 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.