Build options
Compare AquilotaeCreate a custom version

Your build

Health
4,720
Damage
1,750
Speed
130
Armor
0%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
50%
Damage reduction
Immune
Rend
0%
Speed reduction
50%
Stun
50%
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
33%
Healing reduction
50%
Daze
0%

Set boosts and enhancements in the build bar at the bottom of the screen.

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Aquilotae reactive Unlocks at enhancement 5

At the end of the turn, if this creature has dodge.

Highest damage opponent. reduce Healing by 25% for 2 turns, 2 attacks; reduce Speed by 25% for 2 turns.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Target Self. Cleanse Damage over time. Cleanse Damage reduction.

Target fastest opponent. Remove all positive effects.

Target lowest HP opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target highest damage opponent. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

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

Shielded Evasive Hunt move icon from Jurassic World Alive

Priority.

Target Self. Increase Damage 50% for 2 turns, 4 attacks. Increase Speed 25% for 2 turns, 4 attacks. Dodge 100% chance, 67% of damage, for 2 turns, 4 attacks. Shield 50% for 2 turns, 4 attacks.

Cooldown: 2.

Target highest damage opponent. Attack , 3 hits, bypassing Armor. Reduce Damage 100% for 2 turns, 4 attacks. Reduce Healing 100% for 2 turns.

Delay: 1. Cooldown: 3.

Target Self. Cleanse Damage over time.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase. Attack , 2 hits, bypassing Dodge.

Cooldown: 1.

Target attacker. Reduce Healing 25% for 2 turns. Damage over time 20% per turn for 2 turns.

Target most positive effects opponent. Remove all effects.

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. 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 (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 with enhancement 0. 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
Health4,7207,080
Damage1,7502,625
Speed130170
Armor0%0%
Crit chance10%10%
Crit damage1.25×1.25×

Includes selected enhancements. 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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0004,9561,837
28150150,0005,2031,929
29200200,0005,4632,025
30250250,0005,7372,127
31400250,0005,9942,222
32400250,0006,2302,310
33400250,0006,4662,397
34400250,0006,7262,493
35400250,0007,0802,625
26 left
HP 4,720DMG 1,750SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Aquilotae: counters that win

Battle level
17 of 494 beat it464 it beats

To beat Aquilotae, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Defense Shattering Wound, then Defense Shattering Wound to win with about 90% HP left. Aquilotae: Shantrospinos, Proto Lux and Geminideus beat it at level 26, and it beats 464 of 494 creatures.

How to beat Aquilotae with Shantrospinos, move by move

  • If Aquilotae opens with Cunning Resilient Strike: Evasive Wounding Charge, then Killer Instinct. Wins with 97% HP left.
  • If Aquilotae opens with Shielded Evasive Hunt: Evasive Wounding Charge, then Defense Shattering Wound, then Defense Shattering Wound. Wins with 90% HP left.
  • If Aquilotae opens with Precise Double Cunning Strike: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.

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

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

4,800 / 4,800 HP
VSReady
Aquilotae, an Apex creature in Jurassic World Alive
Aquilotae
4,720 / 4,720 HP

If Aquilotae opens with…

  1. Turn 1Most likely roll4,800 vs 3,144 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Aquilotae picks Cunning Resilient Strike, but Shantrospinos acts first with priority and stuns it with Evasive Wounding Charge, so Cunning Resilient Strike never happens.
    • Aquilotae takes 1,576 damage over time
  2. Turn 24,800 vs 0 HP

Shantrospinos wins with 4,800 HP left (100%).

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

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All 17 creatures that can beat Aquilotae

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 13 of 13 Apex

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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 Aquilotae 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.