Build options
Compare AngelCreate a custom version

Your build

Health
4,280
Damage
1,450
Speed
127
Armor
10%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
33%
Damage reduction
25%
Rend
0%
Speed reduction
50%
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
Immune
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.

Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target fastest opponent. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

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

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.

Above 33% HP

Priority.

Target highest damage opponent. Attack . Stun 66% chance for 1 turn.

Delay: 1. Cooldown: 2.

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

Priority.

Target highest damage opponent. Attack . Stun 66% chance for 1 turn.

Target Self. Swap out.

Delay: 1. Cooldown: 2.

Leading Charge move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target fastest opponent. Attack .

Target all allies. Increase Speed 25% for 2 turns, 4 attacks. Increase Damage 25% for 2 turns, 4 attacks.

Target Self. Shield 25% for 2 turns, 4 attacks.

Cooldown: 2.

Target Self. Increase Armor 10% for 2 turns, 4 attacks. Increase Damage 10% for 2 turns, 4 attacks.

Ferocious Shield on Escape move icon from Jurassic World Alive

Target Self. Cleanse. Shield 100% for 1 turn, 2 attacks. Increase Damage 50% 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 (127 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
Health4,2806,420
Damage1,4502,175
Speed127167
Armor10%10%
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 264,000 DNA555,000 coins

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

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0002,758934
1815020,0002,896981
1920030,0003,0411,030
2025040,0003,1931,081
2130050,0003,3531,136
2235060,0003,5211,192
2340070,0003,6971,252
2450080,0003,8811,315
2575090,0004,0761,380
261,000100,0004,2801,450
271,250120,0004,4941,522
281,500150,0004,7181,598
292,000200,0004,9541,678
302,500250,0005,2021,762
313,000250,0005,4351,841
323,000250,0005,6491,914
333,000250,0005,8631,986
343,000250,0006,0992,066
353,000250,0006,4202,175
26 left
HP 4,280DMG 1,450SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Angel: counters that win

Battle level
122 of 494 beat it354 it beats

To beat Angel, bring Pelorosuchus, the best Legendary counter. Use Intimidating Wounding Impact, then Devouring Revenge to win with about 61% HP left. Overall best: Distortus Rex (Unique). Angel: Distortus Rex, Proto Lux and Coelocephalus beat it at level 26, and it beats 354 of 494 creatures.

How to beat Angel with Pelorosuchus, move by move

  • If Angel opens with Resilient Strike: Intimidating Wounding Impact, then Devouring Revenge. Wins with 79% HP left.
  • If Angel opens with Dispersed Fierce Impact: Intimidating Wounding Impact, then Devouring Revenge. Wins with 61% HP left.
  • If Angel opens with Leading Charge: Intimidating Wounding Impact, then Devouring Revenge. Wins with 61% HP left.

Each fight is played out move by move. Angel 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.

4,700 / 4,700 HP
VSReady
Angel, a Legendary creature in Jurassic World Alive
Angel
4,280 / 4,280 HP

If Angel opens with…

  1. Turn 13,330 vs 1,712 HP
  2. Turn 23,695 vs 0 HP

Pelorosuchus wins with 3,695 HP left (79%).

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

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All 122 creatures that can beat Angel

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 24 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 Angel 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.