Build options
Compare AllosaurusCreate a custom version

Your build

Health
4,650
Damage
1,750
Speed
104
Armor
0%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

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 (104 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
Health4,6506,975
Damage1,7502,625
Speed104144
Armor0%0%
Crit chance20%20%
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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
210051,441542
3150101,514569
4200251,589598
5250501,668628
63001001,752659
73502001,840692
84004001,932727
95006002,028763
107508002,130801
111,0001,0002,236841
121,2502,0002,348883
131,5004,0002,465928
142,0006,0002,589974
152,5008,0002,7181,023
163,00010,0002,8541,074
173,50015,0002,9971,128
184,00020,0003,1471,184
195,00030,0003,3041,243
207,50040,0003,4691,305
2110,00050,0003,6431,371
2212,50060,0003,8251,439
2315,00070,0004,0161,511
2420,00080,0004,2171,587
2525,00090,0004,4281,666
2630,000100,0004,6501,750
2735,000120,0004,8821,837
2840,000150,0005,1261,929
2950,000200,0005,3822,025
3075,000250,0005,6522,127
31100,000250,0005,9052,222
32100,000250,0006,1382,310
33100,000250,0006,3702,397
34100,000250,0006,6262,493
35100,000250,0006,9752,625
26 left
HP 4,650DMG 1,750SPD 104
Simulated battles · Level 26 vs 26 · No boosts

How to beat Allosaurus: counters that win

Battle level
368 of 494 beat it116 it beats

To beat Allosaurus, bring Diplocaulus, the best Common counter. Use Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike to win with about 67% HP left. Overall best: Aliorasuchus (Unique). Allosaurus: Aliorasuchus, Indolycan and Quetzalvexus beat it at level 26, and it beats 116 of 494 creatures.

How to beat Allosaurus with Diplocaulus, move by move

  • If Allosaurus opens with Fierce Strike: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 67% HP left.
  • If Allosaurus opens with Fierce Impact: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 67% HP left.

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

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

3,300 / 3,300 HP
VSReady
Allosaurus, a Common creature in Jurassic World Alive
Allosaurus
4,650 / 4,650 HP

If Allosaurus opens with…

  1. Turn 1Most likely roll3,012 vs 3,030 HP
  2. Turn 2Most likely roll2,579 vs 1,410 HP
  3. Turn 32,579 vs 0 HP

Diplocaulus wins with 2,579 HP left (78%).

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

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All 368 creatures that can beat Allosaurus

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 15 of 15 Common

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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 Allosaurus 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.