The long tail of Apatosaurus isn't just for balance. This herbivore can whip its tail fast enough to break the sound barrier, or give an attacking carnivore a stern rebuke.
Target all opponents.Reduce Speed 50% for 2 turns. Attack 1,6502,0621,650, bypassing Absorb.
Cooldown: 1.
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 (101 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
6,000
9,000
Damage
1,100
1,650
Speed
101
141
Armor
0%
0%
Crit chance
5%
5%
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 26146,750 DNA588,190 coins
Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.
All evolution costs
Level reached
DNA
Coins
Base health
Base damage
2
100
5
1,860
341
3
150
10
1,953
358
4
200
25
2,050
375
5
250
50
2,153
394
6
300
100
2,261
414
7
350
200
2,374
435
8
400
400
2,493
457
9
500
600
2,617
479
10
750
800
2,748
503
11
1,000
1,000
2,885
529
12
1,250
2,000
3,030
555
13
1,500
4,000
3,181
583
14
2,000
6,000
3,340
612
15
2,500
8,000
3,508
643
16
3,000
10,000
3,683
675
17
3,500
15,000
3,867
709
18
4,000
20,000
4,060
744
19
5,000
30,000
4,264
781
20
7,500
40,000
4,477
820
21
10,000
50,000
4,700
861
22
12,500
60,000
4,936
904
23
15,000
70,000
5,182
950
24
20,000
80,000
5,441
997
25
25,000
90,000
5,714
1,047
26
30,000
100,000
6,000
1,100
27
35,000
120,000
6,299
1,155
28
40,000
150,000
6,615
1,212
29
50,000
200,000
6,945
1,273
30
75,000
250,000
7,293
1,337
31
100,000
250,000
7,620
1,397
32
100,000
250,000
7,920
1,452
33
100,000
250,000
8,220
1,507
34
100,000
250,000
8,550
1,567
35
100,000
250,000
9,000
1,650
26 left
HP 6,000DMG 1,100SPD 101
Simulated battles · Level 26 vs 26 · No boosts
How to beat Apatosaurus: counters that win
Battle level
384 of 494 beat it103 it beats
To beat Apatosaurus, bring Shantungosaurus, the best Common counter. Use Defensive Impact, then Group Shattering Strike, then Defensive Impact to win with about 95% HP left. Overall best: Aliorasuchus (Unique). Apatosaurus: Aliorasuchus, Alacranix and Distortus Rex beat it at level 26, and it beats 103 of 494 creatures.
How to beat Apatosaurus with Shantungosaurus, move by move
If Apatosaurus opens with Resilient Strike: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 95% HP left.
If Apatosaurus opens with Group Decelerating Impact: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 99% HP left.
Each fight is played out move by move. Apatosaurus sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Common counters. Every counter is in the full list below.
Shantungosaurus uses Defensive ImpactPriority2,961 damage+1,300 HP
Shantungosaurus wins with 4,030 HP left (95%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Shantungosaurus is higher level or boosted, this win only gets safer; if Apatosaurus 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 Apatosaurus 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.