Build options
Compare AquilamimusCreate a custom version

Your build

Health
2,850
Damage
1,150
Speed
130
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

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 .

Distracting Impact move icon from Jurassic World Alive

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Target lowest HP opponent. Attack .

Cooldown: 2.

Group Distraction move icon from Jurassic World Alive

Priority.

Target all opponents. Reduce Damage 50% for 2 turns, 3 attacks.

Cooldown: 2.

Evasive Rampage move icon from Jurassic World Alive

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target lowest HP opponent. Attack .

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 (130 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
Health2,8504,275
Damage1,1501,725
Speed130170
Armor0%0%
Crit chance5%5%
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
121002,0001,439580
131504,0001,511609
142006,0001,586640
152508,0001,666672
1630010,0001,749705
1735015,0001,837741
1840020,0001,928778
1950030,0002,025817
2075040,0002,126858
211,00050,0002,232901
221,25060,0002,344946
231,50070,0002,461993
242,00080,0002,5841,043
252,50090,0002,7141,095
263,000100,0002,8501,150
273,500120,0002,9921,207
284,000150,0003,1421,267
295,000200,0003,2991,331
307,500250,0003,4641,397
3110,000250,0003,6191,460
3210,000250,0003,7621,518
3310,000250,0003,9041,575
3410,000250,0004,0611,638
3510,000250,0004,2751,725
26 left
HP 2,850DMG 1,150SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Aquilamimus: counters that win

Battle level
360 of 494 beat it85 it beats

To beat Aquilamimus, bring Aerotitan, the best Epic counter. Use Cautious Cunning Rampage to win with about 100% HP left. Aquilamimus: Aerotitan, Blue and Erlidominus beat it at level 26, and it beats 85 of 494 creatures.

How to beat Aquilamimus with Aerotitan, move by move

  • If Aquilamimus opens with Evasive Strike: Cautious Cunning Rampage. Wins with 100% HP left.
  • If Aquilamimus opens with Distracting Impact: Cautious Cunning Rampage. Wins with 100% HP left.
  • If Aquilamimus opens with Group Distraction: Cautious Cunning Rampage. Wins with 100% HP left.

Each fight is played out move by move. Aquilamimus 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
Aquilamimus, an Epic creature in Jurassic World Alive
Aquilamimus
2,850 / 2,850 HP

If Aquilamimus opens with…

  1. Turn 14,200 vs 0 HP
    • Cautious Cunning Rampage move icon from Jurassic World AliveAerotitan uses Cautious Cunning RampagePriority2,925 damage
    • Aquilamimus picks Evasive Strike, but Aerotitan acts first with priority and knocks it out with Cautious Cunning Rampage, so Evasive Strike never happens.

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

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

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All 360 creatures that can beat Aquilamimus

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 70 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 Aquilamimus 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.