Build options
Compare BaryothusCreate a custom version

Your build

Health
4,600
Damage
1,400
Speed
118
Armor
10%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
50%
Rend
0%
Speed reduction
Immune
Stun
75%
Swap prevention
0%
Taunt
0%
Vulnerability
75%
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.

Target fastest opponent. Remove Cloak.

Target attacker. Remove Dodge.

Target fastest opponent. Attack .

Target Self. Shield 50% for 2 turns, 2 attacks. Increase Healing 33% for 2 turns.

Echolocate move icon from Jurassic World Alive

Priority.

Target Self. Increase Crit Chance 30% for 4 turns, 2 attacks. Increase Damage 50% for 4 turns, 2 attacks. Dodge 100% chance, 67% of damage, for 2 turns, 2 attacks.

Cooldown: 2.

Acts last.

Target Self. Cleanse Vulnerability.

Target highest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 40% over 2 turns. Damage over time 20% per turn for 2 turns. Remove Taunt.

Delay: 1. Cooldown: 1.

Instant Resilient Impact move icon from Jurassic World Alive

Priority.

Target Self. Remove Damage reduction.

Target fastest opponent. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

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

Cooldown: 1.

Swap in Invincibility move icon from Jurassic World Alive

Target Self. Shield 100% for 1 turn, 4 attacks. Taunt 1 turn. Lockdown 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 (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
Health4,6006,900
Damage1,4002,100
Speed118158
Armor10%10%
Crit chance5%5%
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
121002,0002,323707
131504,0002,439742
142006,0002,561779
152508,0002,689818
1630010,0002,823859
1735015,0002,965902
1840020,0003,113947
1950030,0003,269994
2075040,0003,4321,044
211,00050,0003,6041,096
221,25060,0003,7841,151
231,50070,0003,9731,209
242,00080,0004,1721,269
252,50090,0004,3811,333
263,000100,0004,6001,400
273,500120,0004,8301,469
284,000150,0005,0711,543
295,000200,0005,3241,620
307,500250,0005,5911,701
3110,000250,0005,8421,778
3210,000250,0006,0721,848
3310,000250,0006,3021,918
3410,000250,0006,5551,994
3510,000250,0006,9002,100
26 left
HP 4,600DMG 1,400SPD 118
Simulated battles · Level 26 vs 26 · No boosts

How to beat Baryothus: counters that win

Battle level
88 of 494 beat it367 it beats

To beat Baryothus, bring Gigantspinosaurus, the best Epic counter. Use Bracing Taunt and Impact, then Nullifying Rampage to win with about 30% HP left. Overall best: Proto Lux (Apex). Baryothus: Proto Lux, Eremocanis and Shantrospinos beat it at level 26, and it beats 367 of 494 creatures.

How to beat Baryothus with Gigantspinosaurus, move by move

  • If Baryothus opens with Blessed Shield Strike: Bracing Taunt and Impact, then Nullifying Rampage. Wins with 30% HP left.
  • If Baryothus opens with Echolocate: Bracing Taunt and Impact, then Nullifying Rampage. Wins with 30% HP left.
  • If Baryothus opens with Instant Resilient Impact: Bracing Taunt and Impact, then Nullifying Rampage. Wins with 82% HP left.

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

The best 2 Epic counters. Every counter is in the full list below.

4,980 / 4,980 HP
VSReady
Baryothus, an Epic creature in Jurassic World Alive
Baryothus
4,600 / 4,600 HP

If Baryothus opens with…

  1. Turn 14,980 vs 3,655 HP
  2. Turn 21,504 vs 0 HP

Gigantspinosaurus wins with 1,504 HP left (30%).

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

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All 88 creatures that can beat Baryothus

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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 Baryothus 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.