Build options
Compare AtrocodistisCreate a custom version

Your build

Health
4,000
Damage
1,300
Speed
123
Armor
20%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
50%
Rend
0%
Speed reduction
Immune
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
Immune
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts and enhancements in the build bar at the bottom of the screen.

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Atrocodistis reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 50% or less.

Self. increase Damage by 15% for 2 turns, 2 attacks.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Dispersed Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks.

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

Target lowest HP opponent. Attack .

Accelerating Shielded Distraction move icon from Jurassic World Alive

Priority.

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

Target Self. Shield 50% for 2 turns, 4 attacks. Increase Speed 50% for 2 turns, 4 attacks.

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction. Heal 2,600. Cleanse. Increase Speed 10% for 2 turns, 2 attacks.

Target highest damage opponent. Attack .

Cooldown: 2.

Berserk Resilient Rampage move icon from Jurassic World Alive

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase.

Target Self. Cleanse Damage reduction.

Target all opponents. Attack , bypassing Absorb. Vulnerable 50% for 1 turn, 1 attack.

Target Self. Sacrifice 33% max HP. Lockdown 1 turn.

Cooldown: 2.

Precise Counter move icon from Jurassic World Alive

Precise Counter

Counter-attack

Target attacker. Attack , bypassing Dodge.

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 (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.

StatCurrentIndividual ceilingTry a focused build
Health4,0006,000
Damage1,3001,950
Speed123163
Armor20%20%
Crit chance5%5%
Crit damage1.25×1.25×

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 reachedDNACoinsBase healthBase damage
2210060,0003,2901,069
2315070,0003,4551,122
2420080,0003,6271,179
2525090,0003,8091,238
26300100,0004,0001,300
27350120,0004,2001,364
28400150,0004,4101,433
29500200,0004,6301,504
30750250,0004,8621,580
311,000250,0005,0801,651
321,000250,0005,2801,716
331,000250,0005,4801,781
341,000250,0005,7001,852
351,000250,0006,0001,950
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.

4,950 / 4,950 HP
VSReady
Atrocodistis, a Unique creature in Jurassic World Alive
Atrocodistis
4,000 / 4,000 HP

If Atrocodistis opens with…

  1. Turn 14,161 vs 3,000 HP
  2. Turn 23,767 vs 3,000 HP
  3. Turn 34,654 vs 150 HP
  4. Turn 43,865 vs 0 HP

Paralitrosaurus wins with 3,865 HP left (78%).

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.

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All 91 creatures that can beat Atrocodistis

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 37 Unique

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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 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.