Build options
Compare ArsionosaurusCreate a custom version

Your build

Health
4,500
Damage
1,350
Speed
118
Armor
25%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Group Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb.

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

Exhaust move icon from Jurassic World Alive

Target most positive effects opponent. Remove all positive effects.

Target highest damage opponent. Reduce all resistance 50% for 2 turns, 4 attacks.

Target lowest HP opponent. Attack .

Cooldown: 1.

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 (118 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
Damage1,3502,025
Speed118158
Armor25%25%
Crit chance20%20%
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 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0002,272681
131504,0002,386715
142006,0002,505751
152508,0002,631789
1630010,0002,762828
1735015,0002,900870
1840020,0003,045913
1950030,0003,198959
2075040,0003,3571,007
211,00050,0003,5251,057
221,25060,0003,7021,110
231,50070,0003,8871,166
242,00080,0004,0811,224
252,50090,0004,2851,285
263,000100,0004,5001,350
273,500120,0004,7251,417
284,000150,0004,9611,488
295,000200,0005,2091,562
307,500250,0005,4691,640
3110,000250,0005,7151,714
3210,000250,0005,9401,782
3310,000250,0006,1651,849
3410,000250,0006,4121,923
3510,000250,0006,7502,025
26 left
HP 4,500DMG 1,350SPD 118
Simulated battles · Level 26 vs 26 · No boosts

How to beat Arsionosaurus: counters that win

Battle level
151 of 494 beat it308 it beats

To beat Arsionosaurus, bring Blonde, the best Epic counter. Use Group Devouring Impact, then Precise Piercing Rampage to win with about 76% HP left. Overall best: Paralitrosaurus (Unique). Arsionosaurus: Paralitrosaurus, Proto Lux and Quetzalvexus beat it at level 26, and it beats 308 of 494 creatures.

How to beat Arsionosaurus with Blonde, move by move

  • If Arsionosaurus opens with Group Resilient Strike: Group Devouring Impact, then Precise Piercing Rampage. Wins with 100% HP left.
  • If Arsionosaurus opens with Exhaust: Group Devouring Impact, then Instant Cunning Strike. Wins with 93% HP left.
  • If Arsionosaurus opens with Rooted Instant Trample: Group Devouring Impact, then Precise Piercing Rampage. Wins with 76% HP left.

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

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

4,200 / 4,200 HP
VSReady
Arsionosaurus, an Epic creature in Jurassic World Alive
Arsionosaurus
4,500 / 4,500 HP

If Arsionosaurus opens with…

  1. Turn 13,521 vs 2,040 HP
  2. Turn 24,200 vs 0 HP

Blonde wins with 4,200 HP left (100%).

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

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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 Arsionosaurus 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.