Build options
Compare AllosinosaurusCreate a custom version

Your build

Health
4,500
Damage
1,800
Speed
106
Armor
15%
Crit chance
25%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
0%
Rend
0%
Speed reduction
50%
Stun
25%
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.

Dispersed Fierce Impact move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target all opponents. Destroy shields. Remove Taunt. Attack , bypassing Armor, Absorb.

Cooldown: 1.

Target Self. Cleanse Damage reduction.

Target all allies. Heal 1,800. Cleanse. Increase Speed 25% for 2 turns, 2 attacks.

Cooldown: 2.

Instant Charge move icon from Jurassic World Alive

Priority.

Target highest damage opponent. Attack .

Target random opponent. Stun 75% chance for 1 turn.

Delay: 1. Cooldown: 2.

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
Health4,5006,750
Damage1,8002,700
Speed106146
Armor15%15%
Crit chance25%25%
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 264,000 DNA555,000 coins

Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0002,9001,160
1815020,0003,0451,218
1920030,0003,1981,279
2025040,0003,3571,343
2130050,0003,5251,410
2235060,0003,7021,480
2340070,0003,8871,554
2450080,0004,0811,632
2575090,0004,2851,714
261,000100,0004,5001,800
271,250120,0004,7251,889
281,500150,0004,9611,984
292,000200,0005,2092,083
302,500250,0005,4692,187
313,000250,0005,7152,286
323,000250,0005,9402,376
333,000250,0006,1652,466
343,000250,0006,4122,565
353,000250,0006,7502,700
26 left
HP 4,500DMG 1,800SPD 106
Simulated battles · Level 26 vs 26 · No boosts

How to beat Allosinosaurus: counters that win

Battle level
184 of 494 beat it263 it beats

To beat Allosinosaurus, bring Becklolyth, the best Legendary counter. Use Dodging Lockdown Shriek, then Group Devouring Impact, then Precise Piercing Rampage to win with about 79% HP left. Overall best: Aliorasuchus (Unique). Allosinosaurus: Aliorasuchus, Shantrospinos and Proto Lux beat it at level 26, and it beats 263 of 494 creatures.

How to beat Allosinosaurus with Becklolyth, move by move

  • If Allosinosaurus opens with Fierce Strike: Dodging Lockdown Shriek, then Group Devouring Impact, then Precise Piercing Rampage. Wins with 79% HP left.
  • If Allosinosaurus opens with Dispersed Fierce Impact: Dodging Lockdown Shriek, then Ferocious Shielded Heal, then Precise Piercing Rampage. Wins with 84% HP left.
  • If Allosinosaurus opens with Group Vitalize: Dodging Lockdown Shriek, then Group Devouring Impact, then Ferocious Shielded Heal, then Precise Piercing Rampage. Wins with 96% HP left.

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

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

4,200 / 4,200 HP
VSReady
Allosinosaurus, a Legendary creature in Jurassic World Alive
Allosinosaurus
4,500 / 4,500 HP

If Allosinosaurus opens with…

  1. Turn 1Most likely roll3,569 vs 3,248 HP
  2. Turn 2Most likely roll3,286 vs 240 HP
  3. Turn 33,949 vs 0 HP

Becklolyth wins with 3,949 HP left (94%).

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

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All 184 creatures that can beat Allosinosaurus

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 39 Legendary

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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 Allosinosaurus 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.