Build options
Compare AmpelorexCreate a custom version

Your build

Health
5,900
Damage
1,550
Speed
105
Armor
20%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Ampelorex reactive Unlocks at enhancement 5

At the end of the turn, if this creature's shield was destroyed.

Self. increase Damage by 15% for 2 turns, 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.

Dispersed Superior Vulnerability move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target all opponents. Reduce Speed 50% for 2 turns. Attack , bypassing Dodge, Absorb. Vulnerable 50% for 2 turns, 1 attack.

Taunting Resilient Group Impact move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb. Vulnerable 50% for 2 turns, 1 attack.

Target all allies. Shield 50% for 2 turns, 2 attacks.

Target Self. Taunt 2 turns.

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction. Heal 1,550. Cleanse. Increase Damage 25% for 2 turns, 4 attacks.

Target all allies. Increase Armor 50% for 2 turns, 4 attacks.

Target lowest HP opponent. Reduce Speed 50% for 2 turns. Reduce Damage 25% for 2 turns, 2 attacks.

Cooldown: 2.

Fierce Devouring Rampage move icon from Jurassic World Alive

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 60% over 4 turns. Remove Taunt.

Target Self. Cleanse Vulnerability.

Delay: 1. Cooldown: 1.

Target Self. Increase Damage 25% for 2 turns.

Target attacker. Destroy shields. Attack , bypassing Armor, Dodge.

Swap in Invincibility move icon from Jurassic World Alive

Target Self. Shield 100% for 1 turn, 4 attacks. Taunt 1 turn. Lockdown 2 turns.

Stunning Obstruction move icon from Jurassic World Alive

Target escaping opponent. Prevent swap 2 turns.

Target fastest opponent. Stun 100% chance for 1 turn.

Target escaping opponent. Attack .

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 (105 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
Health5,9008,850
Damage1,5502,325
Speed105145
Armor20%20%
Crit chance10%10%
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
2210060,0004,8531,275
2315070,0005,0961,338
2420080,0005,3511,405
2525090,0005,6191,476
26300100,0005,9001,550
27350120,0006,1941,627
28400150,0006,5041,708
29500200,0006,8291,794
30750250,0007,1711,884
311,000250,0007,4931,968
321,000250,0007,7882,046
331,000250,0008,0832,123
341,000250,0008,4072,208
351,000250,0008,8502,325
26 left
HP 5,900DMG 1,550SPD 105
Simulated battles · Level 26 vs 26 · No boosts

How to beat Ampelorex: counters that win

Battle level
32 of 494 beat it439 it beats

To beat Ampelorex, bring Tyrannometrodon, the best Unique counter. Use Group Devouring Impact, then Decimating Hunger to win with about 83% HP left. Ampelorex: Tyrannometrodon, Draco Intrepidus and Megatyrannus beat it at level 26, and it beats 439 of 494 creatures.

How to beat Ampelorex with Tyrannometrodon, move by move

  • If Ampelorex opens with Dispersed Superior Vulnerability: Group Devouring Impact, then Decimating Hunger, then Ferocious Cleansing Strike. Wins with 90% HP left.
  • If Ampelorex opens with Taunting Resilient Group Impact: Group Devouring Impact, then Decimating Hunger. Wins with 83% HP left.
  • If Ampelorex opens with Intimidating Brace: Group Devouring Impact, then Decimating Hunger. Wins with 100% HP left.

Each fight is played out move by move. Ampelorex 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.

4,950 / 4,950 HP
VSReady
Ampelorex, a Unique creature in Jurassic World Alive
Ampelorex
5,900 / 5,900 HP

If Ampelorex opens with…

  1. Turn 12,900 vs 2,801 HP
  2. Turn 23,455 vs 672 HP
  3. Turn 34,471 vs 0 HP

Tyrannometrodon wins with 4,471 HP left (90%).

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

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All 32 creatures that can beat Ampelorex

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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 Ampelorex 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.