Build options
Compare AntarctopeltaCreate a custom version

Your build

Health
3,750
Damage
1,000
Speed
111
Armor
30%
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
50%
Stun
0%
Swap prevention
0%
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.

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.

Revenge Instant Ferocity move icon from Jurassic World Alive

Priority.

Target Self. Increase Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

RevengeDetails of the Revenge form

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

Priority.

Target Self. Increase Damage 50% for 3 turns, 6 attacks.

Cooldown: 2.

Decelerating Counter move icon from Jurassic World Alive

Decelerating Counter

Counter-attack

Target attacker. Reduce Speed 50% for 1 turn, 1 attack.

Target lowest HP opponent. Attack .

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 (111 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
Health3,7505,625
Damage1,0001,500
Speed111151
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
121002,0001,894505
131504,0001,988530
142006,0002,088556
152508,0002,192584
1630010,0002,302613
1735015,0002,417644
1840020,0002,538676
1950030,0002,665710
2075040,0002,798746
211,00050,0002,938783
221,25060,0003,085822
231,50070,0003,239863
242,00080,0003,401906
252,50090,0003,571952
263,000100,0003,7501,000
273,500120,0003,9371,050
284,000150,0004,1341,102
295,000200,0004,3411,157
307,500250,0004,5581,215
3110,000250,0004,7621,270
3210,000250,0004,9501,320
3310,000250,0005,1371,370
3410,000250,0005,3431,425
3510,000250,0005,6251,500
26 left
HP 3,750DMG 1,000SPD 111
Simulated battles · Level 26 vs 26 · No boosts

How to beat Antarctopelta: counters that win

Battle level
298 of 494 beat it164 it beats

To beat Antarctopelta, bring Baryonyx, the best Epic counter. Use Crushing Stun, then Fierce Rampage to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Antarctopelta: Aliorasuchus, Quetzalvexus and Spinotops beat it at level 26, and it beats 164 of 494 creatures.

How to beat Antarctopelta with Baryonyx, move by move

  • If Antarctopelta opens with Superior Vulnerability: Crushing Stun, then Fierce Rampage. Wins with 100% HP left.
  • If Antarctopelta opens with Taunting Resilient Group Impact: Crushing Stun, then Fierce Rampage. Wins with 100% HP left.
  • If Antarctopelta opens with Revenge Instant Ferocity: Crushing Stun, then Fierce Rampage. Wins with 100% HP left.

Each fight is played out move by move. Antarctopelta 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.

4,200 / 4,200 HP
VSReady
Antarctopelta, an Epic creature in Jurassic World Alive
Antarctopelta
3,750 / 3,750 HP

If Antarctopelta opens with…

  1. Turn 14,200 vs 3,750 HP
    • Baryonyx uses Crushing StunPriorityStuns
    • Antarctopelta picks Superior Vulnerability, but Baryonyx acts first with priority and stuns it with Crushing Stun, so Superior Vulnerability never happens.
  2. Turn 24,200 vs 0 HP

Baryonyx wins with 4,200 HP left (100%).

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

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All 298 creatures that can beat Antarctopelta

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 46 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 Antarctopelta 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.