Build options
Compare AllodriguesCreate a custom version

Your build

Health
3,300
Damage
1,750
Speed
130
Armor
0%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
75%
Rend
66%
Speed reduction
Immune
Stun
67%
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
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

Allodrigues reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 33% or more.

Self. increase Speed by 10% 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.

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.

Above 66% HP

Target Self. Cleanse.

Target all opponents. Vulnerable 50% for 2 turns, 4 attacks. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 3.

66% HP or lessDetails of the 66% HP or less form

Target Self. Heal 33% max HP. Cleanse.

Target all opponents. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 3.

Cunning Rampage move icon from Jurassic World Alive

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 .

Delay: 1. Cooldown: 1.

Alert Peck move icon from Jurassic World Alive

Above 33% HP

Target lowest HP opponent. Destroy shields. Rend 60% max HP, bypassing Armor. Remove Damage increase. Remove Crit increase.

Cooldown: 2.

33% HP or lessDetails of the 33% HP or less form

Target lowest HP opponent. Destroy shields. Rend 40% max HP, bypassing Armor. Remove Damage increase. Remove Crit increase.

Delay: 1. Cooldown: 2.

Alert Roost move icon from Jurassic World Alive

Alert Roost

On escape

Above 66% HP

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 2 attacks. Increase Crit Chance 100% for 2 turns, 2 attacks.

66% HP or lessDetails of the 66% HP or less form

Target Self. Dodge 100% chance, 67% of damage, for 2 turns, 2 attacks. Increase Crit Chance 65% for 2 turns, 2 attacks.

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 (130 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
Health3,3004,950
Damage1,7502,625
Speed130170
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
2210060,0002,7141,439
2315070,0002,8501,511
2420080,0002,9931,587
2525090,0003,1421,666
26300100,0003,3001,750
27350120,0003,4641,837
28400150,0003,6381,929
29500200,0003,8202,025
30750250,0004,0112,127
311,000250,0004,1912,222
321,000250,0004,3562,310
331,000250,0004,5212,397
341,000250,0004,7022,493
351,000250,0004,9502,625
26 left
HP 3,300DMG 1,750SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Allodrigues: counters that win

Battle level
259 of 494 beat it224 it beats

To beat Allodrigues, bring Arctocanis, the best Unique counter. Use Howling Rampage to win with about 100% HP left. Allodrigues: Arctocanis, Erlidominus and Indolycan beat it at level 26, and it beats 224 of 494 creatures.

How to beat Allodrigues with Arctocanis, move by move

  • If Allodrigues opens with Fierce Strike: Howling Rampage. Wins with 100% HP left.
  • If Allodrigues opens with Protective Alert: Howling Rampage. Wins with 100% HP left.
  • If Allodrigues opens with Alert Peck: Howling Rampage. Wins with 100% HP left.

Each fight is played out move by move. Allodrigues 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.

5,200 / 5,200 HP
VSReady
Allodrigues, a Unique creature in Jurassic World Alive
Allodrigues
3,300 / 3,300 HP

If Allodrigues opens with…

  1. Turn 15,200 vs 0 HP
    • Arctocanis uses Howling RampagePriority3,731 damage
    • Allodrigues picks Fierce Strike, but Arctocanis acts first with priority and knocks it out with Howling Rampage, so Fierce Strike never happens.

Arctocanis wins with 5,200 HP left (100%).

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

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All 259 creatures that can beat Allodrigues

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 77 Unique

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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 Allodrigues 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.