Build options
Compare BecklejaraCreate a custom version

Your build

Health
4,700
Damage
1,450
Speed
125
Armor
0%
Crit chance
5%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
Immune
Damage reduction
0%
Rend
33%
Speed reduction
50%
Stun
Immune
Swap prevention
50%
Taunt
0%
Vulnerability
50%
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

Becklejara reactive Unlocks at enhancement 5

At the start of the turn, if this creature has affliction.

Self. heal 1x damage.

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.

Target Self. Increase Damage 50% for 2 turns, 2 attacks. Shield 50% for 1 turn, 2 attacks. Heal 50% max HP. Reduce Healing 50% for 3 turns.

Alert Shrieking Dodge move icon from Jurassic World Alive

Above 50% HP

Target Self. Dodge 100% chance, 67% of damage, for 2 turns, 4 attacks. Increase Damage 25% for 2 turns, 4 attacks.

Target highest damage opponent. Attack , bypassing Dodge.

Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

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

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

Cooldown: 2.

Target highest damage opponent. Destroy shields. Attack , bypassing Dodge. Devour heal 40% over 3 turns. Reduce all resistance 50% for 2 turns, 4 attacks.

Target lowest HP opponent. Reduce Healing 50% for 2 turns, 4 attacks.

Target highest HP opponent. Damage over time 20% per turn for 3 turns.

Target highest damage opponent. Prevent swap 1 turn.

Cooldown: 2.

Priority.

Target Self. Cleanse. Dodge 100% chance, 67% of damage, for 1 turn, 2 attacks. Increase Crit Chance 50% for 2 turns, 4 attacks.

Target all opponents. Attack , bypassing Armor, Dodge, Absorb.

Delay: 1. Cooldown: 2.

Counter Infected Bite

Counter-attack

Target Self. Increase Crit Chance 25% for 2 turns, 4 attacks.

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

Target Self. Shield 50% for 1 turn, 2 attacks.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target Self. 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 (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
Health4,7007,050
Damage1,4502,175
Speed125165
Armor0%0%
Crit chance5%5%
Crit damage1.5×1.5×

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
27100120,0004,9351,522
28150150,0005,1811,598
29200200,0005,4401,678
30250250,0005,7121,762
31400250,0005,9691,841
32400250,0006,2041,914
33400250,0006,4391,986
34400250,0006,6972,066
35400250,0007,0502,175
26 left
HP 4,700DMG 1,450SPD 125
Simulated battles · Level 26 vs 26 · No boosts

How to beat Becklejara: counters that win

Battle level
13 of 494 beat it464 it beats

To beat Becklejara, bring Indolycan, the best Apex counter. Use Howling Rampage to win with about 100% HP left. Becklejara: Indolycan, Baryotor and Baryosaurus beat it at level 26 (Tsintamoloch and Shantrospinos win on good rolls), and it beats 464 of 494 creatures.

How to beat Becklejara with Indolycan, move by move

  • If Becklejara opens with Ferocious Shielded Heal: Howling Rampage. Wins with 100% HP left.
  • If Becklejara opens with Alert Shrieking Dodge: Howling Rampage. Wins with 100% HP left.
  • If Becklejara opens with Afflicting Devouring Lockdown: Howling Rampage. Wins with 100% HP left.

Each fight is played out move by move. Becklejara 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
Becklejara, an Apex creature in Jurassic World Alive
Becklejara
4,700 / 4,700 HP

If Becklejara opens with…

  1. Turn 14,500 vs 0 HP
    • Indolycan uses Howling RampagePriority4,751 damage
    • Becklejara picks Ferocious Shielded Heal, but Indolycan acts first with priority and knocks it out with Howling Rampage, so Ferocious Shielded Heal never happens.

Indolycan wins with 4,500 HP left (100%).

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 Becklejara is, it can turn the result, so check both builds first.

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All 13 creatures that can beat Becklejara

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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 Becklejara 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.