Build options
Compare AnimantarxCreate a custom version

Your build

Health
4,800
Damage
1,200
Speed
118
Armor
30%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
25%
Rend
0%
Speed reduction
50%
Stun
Immune
Swap prevention
75%
Taunt
0%
Vulnerability
0%
Armor reduction
50%
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.

Evasive Strike move icon from Jurassic World Alive

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Target Self. Cleanse Damage over time.

Target highest damage opponent. Attack . Reduce Damage 33% for 2 turns, 2 attacks.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 2 attacks.

Cooldown: 1.

Priority.

Target Self. Remove Damage reduction.

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

Target highest damage 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 (118 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
Health4,8007,200
Damage1,2001,800
Speed118158
Armor30%30%
Crit chance10%10%
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 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0002,424606
131504,0002,545636
142006,0002,672668
152508,0002,806701
1630010,0002,946736
1735015,0003,094773
1840020,0003,248812
1950030,0003,411852
2075040,0003,581895
211,00050,0003,760940
221,25060,0003,948987
231,50070,0004,1461,036
242,00080,0004,3531,088
252,50090,0004,5711,142
263,000100,0004,8001,200
273,500120,0005,0401,260
284,000150,0005,2921,323
295,000200,0005,5561,389
307,500250,0005,8341,458
3110,000250,0006,0961,524
3210,000250,0006,3361,584
3310,000250,0006,5761,644
3410,000250,0006,8401,710
3510,000250,0007,2001,800
26 left
HP 4,800DMG 1,200SPD 118
Simulated battles · Level 26 vs 26 · No boosts

How to beat Animantarx: counters that win

Battle level
169 of 494 beat it202 it beats

To beat Animantarx, bring Titanosaurus, the best Epic counter. Use Intimidating Stance, then Shielded Heavy Strike, then Tail Whip to win with about 83% HP left. Overall best: Aliorasuchus (Unique). Animantarx: Aliorasuchus, Proto Lux and Shantrospinos beat it at level 26, and it beats 202 of 494 creatures.

How to beat Animantarx with Titanosaurus, move by move

  • If Animantarx opens with Evasive Strike: Intimidating Stance, then Shielded Heavy Strike, then Tail Whip. Wins with 84% HP left.
  • If Animantarx opens with Evasive Distracting Impact: Intimidating Stance, then Shielded Heavy Strike, then Tail Whip. Wins with 83% HP left.

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

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

4,800 / 4,800 HP
VSReady
Animantarx, an Epic creature in Jurassic World Alive
Animantarx
4,800 / 4,800 HP

If Animantarx opens with…

  1. Turn 14,554 vs 4,800 HP
  2. Turn 24,308 vs 2,902 HP
  3. Turn 3Most likely roll4,185 vs 0 HP

Titanosaurus wins with 4,185 HP left (87%).

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

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All 169 creatures that can beat Animantarx

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 17 of 17 Epic

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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 Animantarx 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.