Target most positive effects opponent.Remove Cloak.
Target fastest opponent.Remove Speed increase.
Target lowest HP opponent.Attack 2,0002,5002,000.
Target highest HP opponent.Vulnerable 50% for 2 turns, 2 attacks.
Delay: 1. Cooldown: 1.
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 (111 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.
Stat
Current
Individual ceiling
Try a focused build
Health
6,000
9,000
Damage
1,000
1,500
Speed
111
151
Armor
10%
10%
Crit chance
30%
30%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
12
100
2,000
3,030
505
13
150
4,000
3,181
530
14
200
6,000
3,340
556
15
250
8,000
3,508
584
16
300
10,000
3,683
613
17
350
15,000
3,867
644
18
400
20,000
4,060
676
19
500
30,000
4,264
710
20
750
40,000
4,477
746
21
1,000
50,000
4,700
783
22
1,250
60,000
4,936
822
23
1,500
70,000
5,182
863
24
2,000
80,000
5,441
906
25
2,500
90,000
5,714
952
26
3,000
100,000
6,000
1,000
27
3,500
120,000
6,299
1,050
28
4,000
150,000
6,615
1,102
29
5,000
200,000
6,945
1,157
30
7,500
250,000
7,293
1,215
31
10,000
250,000
7,620
1,270
32
10,000
250,000
7,920
1,320
33
10,000
250,000
8,220
1,370
34
10,000
250,000
8,550
1,425
35
10,000
250,000
9,000
1,500
26 left
HP 6,000DMG 1,000SPD 111
Simulated battles · Level 26 vs 26 · No boosts
How to beat Brachiosaurus: counters that win
Battle level
279 of 494 beat it176 it beats
To beat Brachiosaurus, bring Gigantspinosaurus, the best Epic counter. Use Bracing Taunt and Impact, then Nullifying Rampage, then Bracing Taunt and Impact to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Brachiosaurus: Aliorasuchus, Alacranix and Becklerizaurus beat it at level 26, and it beats 176 of 494 creatures.
How to beat Brachiosaurus with Gigantspinosaurus, move by move
If Brachiosaurus opens with Resilient Strike: Bracing Taunt and Impact, then Nullifying Rampage, then Bracing Taunt and Impact. Wins with 100% HP left.
If Brachiosaurus opens with Group Taunting Shields Strike: Bracing Taunt and Impact, then Group Resilient Strike, then Bracing Taunt and Impact. Wins with 100% HP left.
Each fight is played out move by move. Brachiosaurus 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.
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 Brachiosaurus is, it can turn the result, so check both builds first.
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 Brachiosaurus 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.