Build options
Compare ArctalcesCreate a custom version

Your build

Health
3,750
Damage
1,150
Speed
113
Armor
15%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
0%
Rend
50%
Speed reduction
Immune
Stun
0%
Swap prevention
33%
Taunt
0%
Vulnerability
50%
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.

Shielded Heavy Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability. Cleanse Damage reduction.

Target lowest HP opponent. Attack , bypassing Armor, Dodge.

Target fastest opponent. Remove Speed increase.

Target Self. Shield 50% for 2 turns, 2 attacks.

Alert Decelerating Impact move icon from Jurassic World Alive

Above 50% HP

Target highest damage opponent. Attack .

Target fastest opponent. Reduce Speed 50% for 1 turn.

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

Cooldown: 1.

50% HP or lessDetails of the 50% HP or less form

Target highest damage opponent. Attack .

Target random opponent. Stun 75% chance for 1 turn.

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

Cooldown: 1.

Group Defensive Edge move icon from Jurassic World Alive

Target all opponents. Destroy shields.

Target Self. Increase Damage 50% for 3 turns, 2 attacks.

Target all allies. Shield 50% for 2 turns, 2 attacks.

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction. Heal 1,150. Cleanse. Increase Speed 10% for 2 turns. Shield 50% for 1 turn, 8 attacks.

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 (113 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
Health3,7505,625
Damage1,1501,725
Speed113153
Armor15%15%
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 264,000 DNA555,000 coins

Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0002,417741
1815020,0002,538778
1920030,0002,665817
2025040,0002,798858
2130050,0002,938901
2235060,0003,085946
2340070,0003,239993
2450080,0003,4011,043
2575090,0003,5711,095
261,000100,0003,7501,150
271,250120,0003,9371,207
281,500150,0004,1341,267
292,000200,0004,3411,331
302,500250,0004,5581,397
313,000250,0004,7621,460
323,000250,0004,9501,518
333,000250,0005,1371,575
343,000250,0005,3431,638
353,000250,0005,6251,725
26 left
HP 3,750DMG 1,150SPD 113
Simulated battles · Level 26 vs 26 · No boosts

How to beat Arctalces: counters that win

Battle level
235 of 494 beat it159 it beats

To beat Arctalces, bring Shantunrax, the best Legendary counter. Use Evasive Charge, then Defensive Impact to win with about 97% HP left. Overall best: Draco Intrepidus (Apex). Arctalces: Draco Intrepidus, Indolycan and Quetzalvexus beat it at level 26, and it beats 159 of 494 creatures.

How to beat Arctalces with Shantunrax, move by move

  • If Arctalces opens with Shielded Heavy Strike: Evasive Charge, then Defensive Impact. Wins with 97% HP left.
  • If Arctalces opens with Alert Decelerating Impact: Evasive Charge, then Defensive Impact. Wins with 100% HP left.
  • If Arctalces opens with Group Defensive Edge: Evasive Charge, then Defensive Impact. Wins with 97% HP left.
  • If Arctalces opens with Dig in: Evasive Charge, then Defensive Impact. Wins with 98% HP left.

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

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

4,800 / 4,800 HP
VSReady
Arctalces, a Legendary creature in Jurassic World Alive
Arctalces
3,750 / 3,750 HP

If Arctalces opens with…

  1. Turn 1Most likely roll4,800 vs 1,776 HP
    • Shantunrax uses Evasive ChargePriority1,974 damageStuns
    • Arctalces picks Shielded Heavy Strike, but Shantunrax acts first with priority and stuns it with Evasive Charge, so Shielded Heavy Strike never happens.
  2. Turn 24,800 vs 0 HP

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

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

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All 235 creatures that can beat Arctalces

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 53 Legendary

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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 Arctalces 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.