Build options
Compare ArctocanisCreate a custom version

Your build

Health
5,200
Damage
1,400
Speed
116
Armor
15%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
0%
Rend
50%
Speed reduction
75%
Stun
0%
Swap prevention
75%
Taunt
Immune
Vulnerability
75%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
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+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Arctocanis reactive Unlocks at enhancement 5

At the start of the turn, if this creature has increased damage.

Self. heal 1x damage.

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. Increase Damage 50% for 2 turns, 2 attacks. Shield 50% for 1 turn, 2 attacks. Heal 50% max HP. Reduce Healing 50% for 3 turns.

Priority.

Target all allies. Increase Damage 30% for 3 turns, 6 attacks. Increase Speed 25% for 3 turns, 6 attacks.

Target all opponents. Destroy shields. Attack , bypassing Absorb.

Cooldown: 2.

Resilient Group Rampage move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

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

Delay: 1. Cooldown: 2.

Priority.

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

Target Self. Cheat death 1 turn, 4 attacks.

Cooldown: 2.

Priority.

Target escaping opponent. Prevent swap 1 turn. Destroy shields. Attack .

Target Self. Increase Damage 20% for 2 turns, 4 attacks.

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 (116 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
Health5,2007,800
Damage1,4002,100
Speed116156
Armor15%15%
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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0004,2781,151
2315070,0004,4911,209
2420080,0004,7161,269
2525090,0004,9521,333
26300100,0005,2001,400
27350120,0005,4591,469
28400150,0005,7331,543
29500200,0006,0191,620
30750250,0006,3201,701
311,000250,0006,6041,778
321,000250,0006,8641,848
331,000250,0007,1241,918
341,000250,0007,4091,994
351,000250,0007,8002,100
26 left
HP 5,200DMG 1,400SPD 116
Simulated battles · Level 26 vs 26 · No boosts

How to beat Arctocanis: counters that win

Battle level
37 of 494 beat it404 it beats

To beat Arctocanis, bring Paralitrosaurus, the best Unique counter. Use Group Fortifying Impact, then Payback Wounding Rampage, then Bellowing Shielded Advantage to win with about 66% HP left. Overall best: Shantrospinos (Apex). Arctocanis: Shantrospinos, Paralidactylus and Quetzalvexus beat it at level 26, and it beats 404 of 494 creatures.

How to beat Arctocanis with Paralitrosaurus, move by move

  • If Arctocanis opens with Ferocious Shielded Heal: Group Fortifying Impact, then Payback Wounding Rampage, then Bellowing Shielded Advantage. Wins with 66% HP left.
  • If Arctocanis opens with Howling Rampage: Group Fortifying Impact, then Payback Wounding Rampage. Wins with 77% HP left.
  • If Arctocanis opens with Cheater's Mockery: Group Fortifying Impact, then Payback Wounding Rampage, then Group Resilient Strike. Wins with 80% HP left.

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

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

4,950 / 4,950 HP
VSReady
Arctocanis, a Unique creature in Jurassic World Alive
Arctocanis
5,200 / 5,200 HP

If Arctocanis opens with…

  1. Turn 14,950 vs 4,549 HP
  2. Turn 23,820 vs 276 HP
  3. Turn 33,820 vs 536 HP
  4. Turn 43,248 vs 0 HP

Paralitrosaurus wins with 3,248 HP left (66%).

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

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All 37 creatures that can beat Arctocanis

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 Unique

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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 Arctocanis 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.