Build options
Compare BetaCreate a custom version

Your build

Health
2,400
Damage
1,200
Speed
133
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
25%
Rend
0%
Speed reduction
Immune
Stun
0%
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
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.

Evasive Strike move icon from Jurassic World Alive

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Impact and Run move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Target Self. Swap out.

Delay: 1. Cooldown: 1.

Playful Pounce move icon from Jurassic World Alive

Target Self. Increase Speed 20% for 2 turns. Dodge 50% chance, 67% of damage, for 1 turn, 1 attack. Cleanse.

Target lowest HP opponent. Attack .

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

Cooldown: 2.

Cower move icon from Jurassic World Alive

Cower

Swap-in

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.

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

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 (133 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
Health2,4003,600
Damage1,2001,800
Speed133173
Armor0%0%
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
121002,0001,212606
131504,0001,272636
142006,0001,336668
152508,0001,403701
1630010,0001,473736
1735015,0001,547773
1840020,0001,624812
1950030,0001,705852
2075040,0001,790895
211,00050,0001,880940
221,25060,0001,974987
231,50070,0002,0731,036
242,00080,0002,1761,088
252,50090,0002,2851,142
263,000100,0002,4001,200
273,500120,0002,5201,260
284,000150,0002,6461,323
295,000200,0002,7781,389
307,500250,0002,9171,458
3110,000250,0003,0481,524
3210,000250,0003,1681,584
3310,000250,0003,2881,644
3410,000250,0003,4201,710
3510,000250,0003,6001,800
26 left
HP 2,400DMG 1,200SPD 133
Simulated battles · Level 26 vs 26 · No boosts

How to beat Beta: counters that win

Battle level
361 of 494 beat it124 it beats

To beat Beta, bring Aerotitan, the best Epic counter. Use Cautious Cunning Rampage to win with about 100% HP left. Beta: Aerotitan, Albertosaurus and Albertospinos beat it at level 26, and it beats 124 of 494 creatures.

How to beat Beta with Aerotitan, move by move

  • If Beta opens with Evasive Strike: Cautious Cunning Rampage. Wins with 100% HP left.
  • If Beta opens with Playful Pounce: Cautious Cunning Rampage. Wins with 100% HP left.

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

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

4,200 / 4,200 HP
VSReady
Beta, an Epic creature in Jurassic World Alive
Beta
2,400 / 2,400 HP

If Beta opens with…

  1. Turn 14,200 vs 0 HP
    • Cautious Cunning Rampage move icon from Jurassic World AliveAerotitan uses Cautious Cunning RampagePriority2,925 damage
    • Beta picks Evasive Strike, but Aerotitan acts first with priority and knocks it out with Cautious Cunning Rampage, so Evasive Strike never happens.

Aerotitan wins with 4,200 HP left (100%).

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

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All 361 creatures that can beat Beta

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 67 Epic

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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 Beta 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.