Build options
Compare BecklerizaurusCreate a custom version

Your build

Health
4,750
Damage
1,500
Speed
127
Armor
15%
Crit chance
20%
Crit damage
1.35×

Resistances

Permanent protection · 100% = immune

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

Becklerizaurus reactive Unlocks at enhancement 5

At the end of the turn, if this creature has increased damage.

Most positive effects opponent. remove all positive effects.

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.

Cleansing Formation move icon from Jurassic World Alive

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

Alert Devouring Impact move icon from Jurassic World Alive

Above 50% HP

Priority.

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Remove Taunt. Destroy shields. Attack , bypassing Armor. Devour heal 60% over 3 turns.

Cooldown: 2.

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

Priority.

Target Self. Cleanse Vulnerability. Heal 2,250.

Target all opponents. Remove Taunt.

Target fastest opponent. Attack , bypassing Armor, Dodge.

Cooldown: 2.

Wild Triple Strike move icon from Jurassic World Alive

Target most positive effects opponent. Reduce Damage 50% for 2 turns, 4 attacks. Destroy shields.

Target attacker. Attack , bypassing Armor. Attack , bypassing Dodge.

Target Self. Increase Damage 33% for 2 turns, 4 attacks.

Target highest damage opponent. Attack .

Target most positive effects opponent. Remove all positive effects.

Delay: 1. Cooldown: 3.

Target highest HP opponent. Reduce Healing 75% for 2 turns. Reduce Damage 50% for 2 turns, 4 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Destroy shields. Attack , bypassing Dodge.

Target highest damage opponent. Remove Speed increase.

Target Self. Increase Speed 10% for 2 turns.

Cooldown: 2.

RevengeDetails of the Revenge form

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

Target highest HP opponent. Reduce Healing 100% for 3 turns.

Target highest damage opponent. Reduce Damage 50% for 3 turns, 6 attacks. Reduce Crit Chance 100% for 2 turns, 4 attacks.

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

Target highest damage opponent. Remove Speed increase.

Target Self. Increase Speed 20% for 2 turns.

Cooldown: 2.

Darting Counter move icon from Jurassic World Alive

Darting Counter

Counter-attack

Target attacker. Attack .

Target Self. Increase Speed 20% for 1 turn.

Target lowest HP opponent. Reduce Healing 100% for 1 turn. Reduce Damage 50% for 1 turn, 2 attacks. Remove all positive effects.

Target Self. Dodge 100% chance, 67% of damage, for 1 turn, 2 attacks. Lockdown 2 turns.

No Escape

On escape

Target escaping opponent. Prevent swap 1 turn.

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 (127 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
Health4,7507,125
Damage1,5002,250
Speed127167
Armor15%15%
Crit chance20%20%
Crit damage1.35×1.35×

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
27100120,0004,9871,574
28150150,0005,2361,653
29200200,0005,4981,736
30250250,0005,7731,823
31400250,0006,0321,905
32400250,0006,2701,980
33400250,0006,5072,055
34400250,0006,7682,137
35400250,0007,1252,250
26 left
HP 4,750DMG 1,500SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Becklerizaurus: counters that win

Battle level
36 of 494 beat it444 it beats

To beat Becklerizaurus, bring Baryotor, the best Apex counter. Use All-Revealing Echolocation, then Devouring Wounding Pounce to win with about 76% HP left. Becklerizaurus: Baryotor, Indonemys and Shantrospinos beat it at level 26, and it beats 444 of 494 creatures.

How to beat Becklerizaurus with Baryotor, move by move

  • If Becklerizaurus opens with Cleansing Formation: All-Revealing Echolocation, then Devouring Wounding Pounce. Wins with 100% HP left.
  • If Becklerizaurus opens with Alert Devouring Impact: All-Revealing Echolocation, then Devouring Wounding Pounce. Wins with 78% HP left.
  • If Becklerizaurus opens with Revenge Precise Blighted Impact: All-Revealing Echolocation, then Devouring Wounding Pounce. Wins with 76% HP left.

Each fight is played out move by move. Becklerizaurus 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
Becklerizaurus, an Apex creature in Jurassic World Alive
Becklerizaurus
4,750 / 4,750 HP

If Becklerizaurus opens with…

  1. Turn 14,900 vs 4,750 HP
  2. Turn 24,900 vs 0 HP

Baryotor wins with 4,900 HP left (100%).

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

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All 36 creatures that can beat Becklerizaurus

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 24 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 Becklerizaurus 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.