Build options
Compare AndrewtopsCreate a custom version

Your build

Health
3,900
Damage
1,600
Speed
126
Armor
10%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Andrewtops reactive Unlocks at enhancement 5

After each action phase, if this creature has reduced speed.

Self. increase Damage 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.

Daring Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability. Cleanse Damage over time.

Target lowest HP opponent. Attack , bypassing Armor. Reduce Damage 50% for 1 turn, 2 attacks.

Delayed Revenge Distracting Rampage move icon from Jurassic World Alive

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

Delay: 1. Cooldown: 1.

Revenge: Revenge Distracting Rampage

Used instead on the turn it enters after a teammate is knocked out.

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

Cooldown: 1.

Cleansing Impact move icon from Jurassic World Alive

Target Self. Cleanse.

Target lowest HP opponent. Attack .

Cooldown: 2.

Piercing Revenge move icon from Jurassic World Alive

Target highest HP opponent. Destroy shields. Rend 40% max HP, bypassing Armor.

Target fastest opponent. Prevent swap 2 turns.

Delay: 1. Cooldown: 1.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Priority.

Target highest HP opponent. Destroy shields. Rend 40% max HP, bypassing Armor.

Target fastest opponent. Prevent swap 2 turns.

Cooldown: 1.

Counter Vulnerability move icon from Jurassic World Alive

Counter Vulnerability

Counter-attack

Target attacker. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Swap in Lockdown move icon from Jurassic World Alive

Priority.

Target fastest opponent. Prevent swap 2 turns.

Target Self. Lockdown 2 turns.

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
Health3,9005,850
Damage1,6002,400
Speed126166
Armor10%10%
Crit chance20%20%
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
2210060,0003,2081,316
2315070,0003,3681,382
2420080,0003,5371,451
2525090,0003,7141,523
26300100,0003,9001,600
27350120,0004,0941,679
28400150,0004,2991,764
29500200,0004,5141,852
30750250,0004,7401,944
311,000250,0004,9532,032
321,000250,0005,1482,112
331,000250,0005,3432,192
341,000250,0005,5572,280
351,000250,0005,8502,400
26 left
HP 3,900DMG 1,600SPD 126
Simulated battles · Level 26 vs 26 · No boosts

How to beat Andrewtops: counters that win

Battle level
226 of 494 beat it258 it beats

To beat Andrewtops, bring Arctocanis, the best Unique counter. Use Ferocious Shielded Heal, then Howling Rampage to win with about 100% HP left. Overall best: Indolycan (Apex). Andrewtops: Indolycan, Quetzalvexus and Arctocanis beat it at level 26, and it beats 258 of 494 creatures.

How to beat Andrewtops with Arctocanis, move by move

  • If Andrewtops opens with Daring Strike: Ferocious Shielded Heal, then Howling Rampage. Wins with 100% HP left.
  • If Andrewtops opens with Cleansing Impact: Ferocious Shielded Heal, then Howling Rampage. Wins with 100% HP left.

Each fight is played out move by move. Andrewtops 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
Andrewtops, a Unique creature in Jurassic World Alive
Andrewtops
3,900 / 3,900 HP

If Andrewtops opens with…

  1. Turn 15,200 vs 3,900 HP
  2. Turn 25,200 vs 0 HP

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 Andrewtops is, it can turn the result, so check both builds first.

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All 226 creatures that can beat Andrewtops

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 73 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 Andrewtops 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.