Build options
Compare ArctodusCreate a custom version

Your build

Health
4,200
Damage
1,250
Speed
107
Armor
10%
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
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.

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.

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.

Defensive Edge move icon from Jurassic World Alive

Target all opponents. Destroy shields.

Target Self. Increase Damage 50% for 3 turns, 2 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 (107 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
Damage1,2501,875
Speed107147
Armor10%10%
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
71002001,661494
81504001,745519
92006001,832545
102508001,924572
113001,0002,020601
123502,0002,121631
134004,0002,227662
145006,0002,338696
157508,0002,455730
161,00010,0002,578767
171,25015,0002,707805
181,50020,0002,842846
192,00030,0002,984888
202,50040,0003,134932
213,00050,0003,290979
223,50060,0003,4551,028
234,00070,0003,6271,079
245,00080,0003,8091,133
257,50090,0004,0001,190
2610,000100,0004,2001,250
2712,500120,0004,4101,312
2815,000150,0004,6301,378
2920,000200,0004,8611,447
3025,000250,0005,1051,519
3130,000250,0005,3341,587
3230,000250,0005,5441,650
3330,000250,0005,7541,712
3430,000250,0005,9851,781
3530,000250,0006,3001,875
26 left
HP 4,200DMG 1,250SPD 107
Simulated battles · Level 26 vs 26 · No boosts

How to beat Arctodus: counters that win

Battle level
385 of 494 beat it94 it beats

To beat Arctodus, bring Herrerasaurus, the best Rare counter. Use Stunning Impact, then Cunning Rampage to win with about 100% HP left. Overall best: Indolycan (Apex). Arctodus: Indolycan, Quetzalvexus and Alacranix beat it at level 26, and it beats 94 of 494 creatures.

How to beat Arctodus with Herrerasaurus, move by move

  • If Arctodus opens with Heavy Strike: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.
  • If Arctodus opens with Alert Decelerating Impact: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.
  • If Arctodus opens with Defensive Edge: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.

Each fight is played out move by move. Arctodus 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
Arctodus, a Rare creature in Jurassic World Alive
Arctodus
4,200 / 4,200 HP

If Arctodus opens with…

  1. Turn 14,200 vs 2,100 HP
    • Herrerasaurus uses Stunning Impact2,100 damageStuns
    • Arctodus picks Heavy Strike, but Herrerasaurus acts first and stuns it with Stunning Impact, so Heavy 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 Arctodus is, it can turn the result, so check both builds first.

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All 385 creatures that can beat Arctodus

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 43 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 Arctodus 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.