Build options
Compare AnkylomolochCreate a custom version

Your build

Health
4,050
Damage
1,150
Speed
118
Armor
20%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Superior Vulnerability move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target fastest opponent. Reduce Speed 50% for 2 turns.

Target lowest HP opponent. Attack , bypassing Dodge.

Target fastest opponent. 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.

Alert Instant Shielded Strike move icon from Jurassic World Alive

Above 50% HP

Priority.

Target highest damage opponent. Attack .

Target random opponent. Stun 75% chance for 1 turn.

Target Self. Taunt 2 turns. Shield 50% for 2 turns, 4 attacks.

Delay: 1. Cooldown: 3.

50% HP or lessDetails of the 50% HP or less form

Priority.

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

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

Delay: 1. Cooldown: 3.

Decelerating Rampage and Run move icon from Jurassic World Alive

Target fastest opponent. Reduce Speed 50% for 2 turns.

Target lowest HP opponent. Attack .

Target Self. Swap out.

Delay: 1. Cooldown: 2.

Stunning Alert move icon from Jurassic World Alive

50% HP or less

Target highest damage opponent. Stun 33% chance for 1 turn.

Target Self. Lockdown 2 turns.

Above 50% HPDetails of the Above 50% HP form

Target highest damage opponent. Stun 100% chance for 1 turn.

Target Self. Lockdown 2 turns.

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
Health4,0506,075
Damage1,1501,725
Speed118158
Armor20%20%
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 264,000 DNA555,000 coins

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

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0002,610741
1815020,0002,741778
1920030,0002,878817
2025040,0003,022858
2130050,0003,173901
2235060,0003,331946
2340070,0003,498993
2450080,0003,6731,043
2575090,0003,8571,095
261,000100,0004,0501,150
271,250120,0004,2521,207
281,500150,0004,4651,267
292,000200,0004,6881,331
302,500250,0004,9221,397
313,000250,0005,1431,460
323,000250,0005,3461,518
333,000250,0005,5481,575
343,000250,0005,7711,638
353,000250,0006,0751,725
26 left
HP 4,050DMG 1,150SPD 118
Simulated battles · Level 26 vs 26 · No boosts

How to beat Ankylomoloch: counters that win

Battle level
231 of 494 beat it207 it beats

To beat Ankylomoloch, bring Titanotor, the best Legendary counter. Use Intimidating Stance, then Fierce Devouring Rampage to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Ankylomoloch: Aliorasuchus, Quetzalvexus and Distortus Rex beat it at level 26, and it beats 207 of 494 creatures.

How to beat Ankylomoloch with Titanotor, move by move

  • If Ankylomoloch opens with Superior Vulnerability: Intimidating Stance, then Fierce Devouring Rampage. Wins with 100% HP left.
  • If Ankylomoloch opens with Taunting Resilient Group Impact: Intimidating Stance, then Fierce Devouring Rampage. Wins with 100% HP left.

Each fight is played out move by move. Ankylomoloch 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.

5,100 / 5,100 HP
VSReady
Ankylomoloch, a Legendary creature in Jurassic World Alive
Ankylomoloch
4,050 / 4,050 HP

If Ankylomoloch opens with…

  1. Turn 14,865 vs 4,050 HP
  2. Turn 2Most likely roll5,100 vs 0 HP

Titanotor wins with 5,100 HP left (100%).

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

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All 231 creatures that can beat Ankylomoloch

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 54 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 Ankylomoloch 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.