Build options
Compare ArsinoitheriumCreate a custom version

Your build

Health
4,500
Damage
1,200
Speed
114
Armor
25%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

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

Target highest damage opponent. Attack .

Target Self. Heal 600.

Revenge Cunning Rampage move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Remove Damage increase. Remove Crit increase. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Delay: 1. Cooldown: 1.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Target Self. Cleanse Damage over time.

Target highest damage opponent. Remove Damage increase. Remove Crit increase. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Cooldown: 1.

Priority.

Target Self. Lockdown 1 turn.

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

Target lowest HP opponent. Vulnerable 50% for 2 turns.

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 (114 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
Health4,5006,750
Damage1,2001,800
Speed114154
Armor25%25%
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
71002001,780474
81504001,869498
92006001,963523
102508002,061549
113001,0002,164577
123502,0002,272606
134004,0002,386636
145006,0002,505668
157508,0002,631701
161,00010,0002,762736
171,25015,0002,900773
181,50020,0003,045812
192,00030,0003,198852
202,50040,0003,357895
213,00050,0003,525940
223,50060,0003,702987
234,00070,0003,8871,036
245,00080,0004,0811,088
257,50090,0004,2851,142
2610,000100,0004,5001,200
2712,500120,0004,7251,260
2815,000150,0004,9611,323
2920,000200,0005,2091,389
3025,000250,0005,4691,458
3130,000250,0005,7151,524
3230,000250,0005,9401,584
3330,000250,0006,1651,644
3430,000250,0006,4121,710
3530,000250,0006,7501,800
26 left
HP 4,500DMG 1,200SPD 114
Simulated battles · Level 26 vs 26 · No boosts

How to beat Arsinoitherium: counters that win

Battle level
186 of 494 beat it265 it beats

To beat Arsinoitherium, bring Herrerasaurus, the best Rare counter. Use Stunning Impact, then Cunning Rampage, then Instant Cunning Strike to win with about 43% HP left. Overall best: Quetzalvexus (Apex). Arsinoitherium: Quetzalvexus, Eremocanis and Paralidactylus beat it at level 26, and it beats 265 of 494 creatures.

How to beat Arsinoitherium with Herrerasaurus, move by move

  • If Arsinoitherium opens with Regenerating Strike: Stunning Impact, then Cunning Rampage, then Instant Cunning Strike. Wins with 43% HP left.
  • If Arsinoitherium opens with Rooted Instant Trample: Stunning Impact, then Instant Cunning Strike, then Cunning Rampage. Wins with 57% HP left.

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

The best 3 Rare counters. Every counter is in the full list below.

4,200 / 4,200 HP
VSReady
Arsinoitherium, a Rare creature in Jurassic World Alive
Arsinoitherium
4,500 / 4,500 HP

If Arsinoitherium opens with…

  1. Turn 14,200 vs 2,750 HP
    • Herrerasaurus uses Stunning Impact1,750 damageStuns
    • Arsinoitherium picks Regenerating Strike, but Herrerasaurus acts first and stuns it with Stunning Impact, so Regenerating Strike never happens.
  2. Turn 21,800 vs 416 HP
  3. Turn 31,800 vs 0 HP

Herrerasaurus wins with 1,800 HP left (43%).

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 Arsinoitherium is, it can turn the result, so check both builds first.

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All 186 creatures that can beat Arsinoitherium

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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 Arsinoitherium 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.