The feet, claws, head, and tail of Atrocodistis can all become weapons, but its most curious feature is its occipital horn. Mature Atrocodistis bond by sharpening these horns against each other, a unique behaviour specialists have only observed in this hybrid.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
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 (123 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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,000
6,000
Damage
1,300
1,950
Speed
123
163
Armor
20%
20%
Crit chance
5%
5%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
22
100
60,000
3,290
1,069
23
150
70,000
3,455
1,122
24
200
80,000
3,627
1,179
25
250
90,000
3,809
1,238
26
300
100,000
4,000
1,300
27
350
120,000
4,200
1,364
28
400
150,000
4,410
1,433
29
500
200,000
4,630
1,504
30
750
250,000
4,862
1,580
31
1,000
250,000
5,080
1,651
32
1,000
250,000
5,280
1,716
33
1,000
250,000
5,480
1,781
34
1,000
250,000
5,700
1,852
35
1,000
250,000
6,000
1,950
26 left
HP 4,000DMG 1,300SPD 123
Simulated battles · Level 26 vs 26 · No boosts
How to beat Atrocodistis: counters that win
Battle level
91 of 494 beat it308 it beats
To beat Atrocodistis, bring Paralitrosaurus, the best Unique counter. Use Group Resilient Strike, then Bellowing Shielded Advantage, then Payback Wounding Rampage to win with about 78% HP left. Overall best: Coelocephalus (Apex). Atrocodistis: Coelocephalus, Paralidactylus and Titanotor beat it at level 26, and it beats 308 of 494 creatures.
How to beat Atrocodistis with Paralitrosaurus, move by move
If Atrocodistis opens with Dispersed Cunning Strike: Group Resilient Strike, then Bellowing Shielded Advantage, then Payback Wounding Rampage. Wins with 78% HP left.
If Atrocodistis opens with Accelerating Shielded Distraction: Group Resilient Strike, then Bellowing Shielded Advantage, then Payback Wounding Rampage. Wins with 94% HP left.
If Atrocodistis opens with Sheltering Impact: Group Resilient Strike, then Bellowing Shielded Advantage. Wins with 81% HP left.
If Atrocodistis opens with Berserk Resilient Rampage: Group Resilient Strike, then Payback Wounding Rampage. Wins with 88% HP left.
Each fight is played out move by move. Atrocodistis 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.
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 Atrocodistis is, it can turn the result, so check both builds first.
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 Atrocodistis 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.