Build options
Compare AquilopsCreate a custom version

Your build

Health
3,900
Damage
1,300
Speed
115
Armor
5%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Target fastest opponent. Remove Dodge. Remove Cloak. Attack .

Target Self. Increase Healing 25% for 2 turns. Increase Armor 25% for 2 turns, 4 attacks.

Group Decelerating Impact move icon from Jurassic World Alive

Target all opponents. Reduce Speed 50% for 2 turns. Attack , bypassing Absorb.

Cooldown: 1.

Alert Resilient Healing Strike move icon from Jurassic World Alive

Above 33% HP

Target Self. Remove Damage reduction. Heal 15% max HP.

Target fastest opponent. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Delay: 1. Cooldown: 2.

33% HP or lessDetails of the 33% HP or less form

Priority.

Target Self. Shield 50% for 1 turn, 2 attacks. Remove Damage reduction. Heal 50% max HP.

Target fastest opponent. Attack , bypassing Dodge.

Cooldown: 3.

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 (115 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
Health3,9005,850
Damage1,3001,950
Speed115155
Armor5%5%
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 2644,250 DNA588,000 coins

Creation requires 100 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
71002001,543514
81504001,620540
92006001,701567
102508001,786595
113001,0001,875625
123502,0001,969656
134004,0002,068689
145006,0002,171723
157508,0002,280760
161,00010,0002,394798
171,25015,0002,513837
181,50020,0002,639879
192,00030,0002,771923
202,50040,0002,910970
213,00050,0003,0551,018
223,50060,0003,2081,069
234,00070,0003,3681,122
245,00080,0003,5371,179
257,50090,0003,7141,238
2610,000100,0003,9001,300
2712,500120,0004,0941,364
2815,000150,0004,2991,433
2920,000200,0004,5141,504
3025,000250,0004,7401,580
3130,000250,0004,9531,651
3230,000250,0005,1481,716
3330,000250,0005,3431,781
3430,000250,0005,5571,852
3530,000250,0005,8501,950
26 left
HP 3,900DMG 1,300SPD 115
Simulated battles · Level 26 vs 26 · No boosts

How to beat Aquilops: counters that win

Battle level
283 of 494 beat it159 it beats

To beat Aquilops, bring Herrerasaurus, the best Rare counter. Use Stunning Impact, then Cunning Rampage to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Aquilops: Aliorasuchus, Aquiraptor and Indolycan beat it at level 26, and it beats 159 of 494 creatures.

How to beat Aquilops with Herrerasaurus, move by move

  • If Aquilops opens with Blessed Strike: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.
  • If Aquilops opens with Group Decelerating Impact: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.

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

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

4,200 / 4,200 HP
VSReady
Aquilops, a Rare creature in Jurassic World Alive
Aquilops
3,900 / 3,900 HP

If Aquilops opens with…

  1. Turn 14,200 vs 2,073 HP
    • Herrerasaurus uses Stunning Impact2,217 damageStuns
    • Aquilops counters with Counter Power Heal
    • Aquilops picks Blessed Strike, but Herrerasaurus acts first and stuns it with Stunning Impact, so Blessed Strike never happens.
  2. Turn 24,200 vs 0 HP

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

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

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All 283 creatures that can beat Aquilops

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 24 Rare

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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 Aquilops 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.