Build options
Compare AtrocomaximaCreate a custom version

Your build

Health
6,000
Damage
1,650
Speed
125
Armor
15%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
33%
Damage reduction
50%
Rend
0%
Speed reduction
Immune
Stun
Immune
Swap prevention
Immune
Taunt
Immune
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Atrocomaxima reactive Unlocks at enhancement 5

After each action phase, after dealing a critical hit.

Most positive effects opponent. reduce all resistance by 25% for 2 turns, 4 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.

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.

Target Self. Shield 100% for 1 turn, 2 attacks. Taunt 1 turn.

Target highest HP opponent. Destroy shields. Attack , bypassing Armor.

Delay: 1. Cooldown: 1.

Berserk Biting Revenge move icon from Jurassic World Alive

Target highest HP opponent. Destroy shields.

Target lowest HP opponent. Attack , bypassing Armor.

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

Cooldown: 2.

RevengeDetails of the Revenge form

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

Priority.

Target highest HP opponent. Destroy shields.

Target lowest HP opponent. Attack , bypassing Armor.

Cooldown: 2.

Priority.

Target most positive effects opponent. Remove all positive effects. Reduce Healing 50% for 2 turns.

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. Increase Speed 50% for 2 turns.

Cooldown: 3.

Target attacker. Reduce Damage 50% for 2 turns, 4 attacks. Reduce Healing 25% for 2 turns.

Target highest damage opponent. Daze 100% for 2 turns.

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 (125 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
Health6,0009,000
Damage1,6502,475
Speed125165
Armor15%15%
Crit chance30%30%
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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0006,2991,732
28150150,0006,6151,819
29200200,0006,9451,910
30250250,0007,2932,005
31400250,0007,6202,095
32400250,0007,9202,178
33400250,0008,2202,260
34400250,0008,5502,351
35400250,0009,0002,475
26 left
HP 6,000DMG 1,650SPD 125
Simulated battles · Level 26 vs 26 · No boosts

How to beat Atrocomaxima: counters that win

Battle level
21 of 494 beat it433 it beats

To beat Atrocomaxima, bring Indolycan, the best Apex counter. Use Cautious Disarming Strike, then Howling Rampage to win with about 61% HP left. Overall best: Aliorasuchus (Unique). Atrocomaxima: Aliorasuchus, Indolycan and Ovinnonyx beat it at level 26, and it beats 433 of 494 creatures.

How to beat Atrocomaxima with Indolycan, move by move

  • If Atrocomaxima opens with Group Resilient Strike: Cautious Disarming Strike, then Howling Rampage. Wins with 61% HP left.
  • If Atrocomaxima opens with Berserk Biting Revenge: Cautious Disarming Strike, then Howling Rampage. Wins with 63% HP left.
  • If Atrocomaxima opens with Blighted Stall: Cautious Disarming Strike, then Distracting Devour Impact, then Howling Rampage. Wins with 68% HP left.

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

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

4,500 / 4,500 HP
VSReady
Atrocomaxima, an Apex creature in Jurassic World Alive
Atrocomaxima
6,000 / 6,000 HP

If Atrocomaxima opens with…

  1. Turn 12,727 vs 4,447 HP
  2. Turn 22,727 vs 0 HP

Indolycan wins with 2,727 HP left (61%).

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

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All 21 creatures that can beat Atrocomaxima

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 14 of 14 Apex

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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 Atrocomaxima 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.