Build options
Compare ArgentavisCreate a custom version

Your build

Health
4,050
Damage
1,050
Speed
128
Armor
0%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Distraction move icon from Jurassic World Alive

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Fearless Flap move icon from Jurassic World Alive

Target Self. Cleanse. Dodge 100% chance, 67% of damage, for 2 turns, 4 attacks. Increase Speed 10% for 2 turns.

Target all opponents. Remove Dodge. Remove Damage increase. Remove Speed increase. Reduce Damage 50% for 2 turns, 2 attacks. Attack , bypassing Absorb.

Cooldown: 2.

Evasive Impact move icon from Jurassic World Alive

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target lowest HP opponent. Attack .

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 (128 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
Health4,0506,075
Damage1,0501,575
Speed128168
Armor0%0%
Crit chance10%10%
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
71002001,602415
81504001,682436
92006001,767458
102508001,855481
113001,0001,948505
123502,0002,045530
134004,0002,147556
145006,0002,255584
157508,0002,368613
161,00010,0002,486644
171,25015,0002,610676
181,50020,0002,741710
192,00030,0002,878746
202,50040,0003,022783
213,00050,0003,173822
223,50060,0003,331863
234,00070,0003,498906
245,00080,0003,673952
257,50090,0003,8571,000
2610,000100,0004,0501,050
2712,500120,0004,2521,102
2815,000150,0004,4651,157
2920,000200,0004,6881,215
3025,000250,0004,9221,276
3130,000250,0005,1431,333
3230,000250,0005,3461,386
3330,000250,0005,5481,438
3430,000250,0005,7711,496
3530,000250,0006,0751,575
26 left
HP 4,050DMG 1,050SPD 128
Simulated battles · Level 26 vs 26 · No boosts

How to beat Argentavis: counters that win

Battle level
306 of 494 beat it152 it beats

To beat Argentavis, bring Nodosaurus, the best Rare counter. Use Instant Shielded Resilient Strike, then Instant Shielded Resilient Strike, then Bracing Mending Impact, then Instant Shielded Resilient Strike to win with about 100% HP left. Overall best: Erlidominus (Unique). Argentavis: Erlidominus, Indolycan and Quetzalvexus beat it at level 26, and it beats 152 of 494 creatures.

How to beat Argentavis with Nodosaurus, move by move

  • If Argentavis opens with Distraction: Instant Shielded Resilient Strike, then Instant Shielded Resilient Strike, then Bracing Mending Impact, then Instant Shielded Resilient Strike. Wins with 100% HP left.
  • If Argentavis opens with Fearless Flap: Instant Shielded Resilient Strike, then Instant Shielded Resilient Strike, then Bracing Mending Impact, then Instant Shielded Resilient Strike. Wins with 100% HP left.
  • If Argentavis opens with Evasive Impact: Instant Shielded Resilient Strike, then Instant Shielded Resilient Strike, then Bracing Mending Impact, then Instant Shielded Resilient Strike. Wins with 100% HP left.

Each fight is played out move by move. Argentavis 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.

4,350 / 4,350 HP
VSReady
Argentavis, a Rare creature in Jurassic World Alive
Argentavis
4,050 / 4,050 HP

If Argentavis opens with…

  1. Turn 14,162 vs 2,886 HP
  2. Turn 23,974 vs 1,140 HP
  3. Turn 34,350 vs 756 HP
  4. Turn 44,350 vs 0 HP

Nodosaurus wins with 4,350 HP left (100%).

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

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All 306 creatures that can beat Argentavis

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 27 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 Argentavis 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.