Build options
Compare ArchaeotheriumCreate a custom version

Your build

Health
4,200
Damage
1,500
Speed
123
Armor
20%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Delayed Mutual Fury move icon from Jurassic World Alive

Acts last.

Target all allies. Cleanse. Increase Damage 50% for 3 turns, 2 attacks. Increase Speed 10% for 2 turns, 2 attacks.

Target all opponents. Increase Damage 50% for 2 turns, 1 attack.

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 (123 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
Health4,2006,300
Damage1,5002,250
Speed123163
Armor20%20%
Crit chance20%20%
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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
210051,302465
3150101,367488
4200251,435512
5250501,507538
63001001,582565
73502001,661593
84004001,745623
95006001,832654
107508001,924687
111,0001,0002,020721
121,2502,0002,121757
131,5004,0002,227795
142,0006,0002,338835
152,5008,0002,455877
163,00010,0002,578920
173,50015,0002,707966
184,00020,0002,8421,015
195,00030,0002,9841,066
207,50040,0003,1341,119
2110,00050,0003,2901,175
2212,50060,0003,4551,234
2315,00070,0003,6271,295
2420,00080,0003,8091,360
2525,00090,0004,0001,428
2630,000100,0004,2001,500
2735,000120,0004,4101,574
2840,000150,0004,6301,653
2950,000200,0004,8611,736
3075,000250,0005,1051,823
31100,000250,0005,3341,905
32100,000250,0005,5441,980
33100,000250,0005,7542,055
34100,000250,0005,9852,137
35100,000250,0006,3002,250
26 left
HP 4,200DMG 1,500SPD 123
Simulated battles · Level 26 vs 26 · No boosts

How to beat Archaeotherium: counters that win

Battle level
378 of 494 beat it108 it beats

To beat Archaeotherium, bring Diplocaulus, the best Common counter. Use Instant Cunning Strike, then Instant Cunning Strike, then Nullifying Impact to win with about 77% HP left. Overall best: Aliorasuchus (Unique). Archaeotherium: Aliorasuchus, Coelocephalus and Coelotator beat it at level 26, and it beats 108 of 494 creatures.

How to beat Archaeotherium with Diplocaulus, move by move

  • If Archaeotherium opens with Group Defense Shattering Strike: Instant Cunning Strike, then Instant Cunning Strike, then Nullifying Impact. Wins with 77% HP left.
  • If Archaeotherium opens with Delayed Mutual Fury: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 89% HP left.

Each fight is played out move by move. Archaeotherium 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.

3,300 / 3,300 HP
VSReady
Archaeotherium, a Common creature in Jurassic World Alive
Archaeotherium
4,200 / 4,200 HP

If Archaeotherium opens with…

  1. Turn 1Most likely roll3,053 vs 2,904 HP
  2. Turn 2Most likely roll2,806 vs 1,608 HP
  3. Turn 32,806 vs 0 HP

Diplocaulus wins with 2,806 HP left (85%).

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

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All 378 creatures that can beat Archaeotherium

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 14 of 14 Common

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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 Archaeotherium 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.