Build options
Compare AtromolistisCreate a custom version

Your build

Health
4,800
Damage
1,450
Speed
124
Armor
10%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
33%
Damage reduction
25%
Rend
33%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Atromolistis reactive Unlocks at enhancement 5

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

Self. increase Healing by 50% for 1 turn.

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.

Shielded Heavy Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability. Cleanse Damage reduction.

Target lowest HP opponent. Attack , bypassing Armor, Dodge.

Target fastest opponent. Remove Speed increase.

Target Self. Shield 50% for 2 turns, 2 attacks.

Instant Precise Cunning Impact move icon from Jurassic World Alive

Priority.

Target Self. Cleanse Damage over time.

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

Cooldown: 1.

Priority.

Target highest damage opponent. Reduce all resistance 75% for 1 turn, 2 attacks. Stun 100% chance for 1 turn.

Target Self. Cleanse Damage reduction. Heal 1,450. Cleanse. Increase Armor 50% for 2 turns, 4 attacks.

Delay: 1. Cooldown: 2.

Acts last.

Target Self. Cleanse Damage reduction. Cleanse Vulnerability.

Target highest HP opponent. Destroy shields.

Target lowest HP opponent. Attack , bypassing Armor.

Target highest damage opponent. Reduce Speed 25% for 2 turns, 2 attacks.

Target Self. Sacrifice 33% max HP. Lockdown 1 turn. Increase Speed 25% for 2 turns, 4 attacks.

Cooldown: 2.

Swap in Shields move icon from Jurassic World Alive

Target Self. Shield 50% for 2 turns, 2 attacks. Lockdown 2 turns.

Target escaping opponent. Prevent swap 1 turn.

Target Self. Cleanse Damage reduction. Heal 2,900. Cleanse. Increase Speed 10% for 2 turns, 2 attacks.

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 (124 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
Health4,8007,200
Damage1,4502,175
Speed124164
Armor10%10%
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 260 DNA0 coins

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

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0005,0401,522
28150150,0005,2921,598
29200200,0005,5561,678
30250250,0005,8341,762
31400250,0006,0961,841
32400250,0006,3361,914
33400250,0006,5761,986
34400250,0006,8402,066
35400250,0007,2002,175
26 left
HP 4,800DMG 1,450SPD 124
Simulated battles · Level 26 vs 26 · No boosts

How to beat Atromolistis: counters that win

Battle level
14 of 494 beat it459 it beats

To beat Atromolistis, bring Baryotor, the best Apex counter. Use All-Revealing Echolocation, then Instant Cunning Rampage to win with about 70% HP left. Atromolistis: Baryotor, Shantrospinos and Quetzalvexus beat it at level 26 (Indonemys wins on good rolls), and it beats 459 of 494 creatures.

How to beat Atromolistis with Baryotor, move by move

  • If Atromolistis opens with Shielded Heavy Strike: All-Revealing Echolocation, then Instant Cunning Rampage. Wins with 70% HP left.
  • If Atromolistis opens with Instant Precise Cunning Impact: All-Revealing Echolocation, then Instant Cunning Rampage. Wins with 71% HP left.
  • If Atromolistis opens with Berserk Accelerating Decimation: All-Revealing Echolocation. Wins with 80% HP left.

Each fight is played out move by move. Atromolistis 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.

4,900 / 4,900 HP
VSReady
Atromolistis, an Apex creature in Jurassic World Alive
Atromolistis
4,800 / 4,800 HP

If Atromolistis opens with…

  1. Turn 13,432 vs 4,800 HP
  2. Turn 23,432 vs 0 HP

Baryotor wins with 3,432 HP left (70%).

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

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All 14 creatures that can beat Atromolistis

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 13 of 13 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 Atromolistis 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.