Although she's from the same family, Angel is more fiery than her brother Rebel. Be careful not to provoke her, as she won't hesitate to trample your ego... Literally as well as figuratively!
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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,280
6,420
Damage
1,450
2,175
Speed
127
167
Armor
10%
10%
Crit chance
20%
20%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
17
100
15,000
2,758
934
18
150
20,000
2,896
981
19
200
30,000
3,041
1,030
20
250
40,000
3,193
1,081
21
300
50,000
3,353
1,136
22
350
60,000
3,521
1,192
23
400
70,000
3,697
1,252
24
500
80,000
3,881
1,315
25
750
90,000
4,076
1,380
26
1,000
100,000
4,280
1,450
27
1,250
120,000
4,494
1,522
28
1,500
150,000
4,718
1,598
29
2,000
200,000
4,954
1,678
30
2,500
250,000
5,202
1,762
31
3,000
250,000
5,435
1,841
32
3,000
250,000
5,649
1,914
33
3,000
250,000
5,863
1,986
34
3,000
250,000
6,099
2,066
35
3,000
250,000
6,420
2,175
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.
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.
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.