Build options
Compare BumpyCreate a custom version

Your build

Health
4,400
Damage
1,100
Speed
113
Armor
25%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Superior Vulnerability move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target fastest opponent. Reduce Speed 50% for 2 turns.

Target lowest HP opponent. Attack , bypassing Dodge.

Target fastest opponent. Vulnerable 50% for 2 turns, 1 attack.

Taunting Resilient Group Impact move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb. Vulnerable 50% for 2 turns, 1 attack.

Target all allies. Shield 50% for 2 turns, 2 attacks.

Target Self. Taunt 2 turns.

Cooldown: 2.

Stunning Alert move icon from Jurassic World Alive

50% HP or less

Target highest damage opponent. Stun 33% chance for 1 turn.

Target Self. Lockdown 2 turns.

Above 50% HPDetails of the Above 50% HP form

Target highest damage opponent. Stun 100% chance for 1 turn.

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 (113 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
Health4,4006,600
Damage1,1001,650
Speed113153
Armor25%25%
Crit chance10%10%
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
121002,0002,222555
131504,0002,333583
142006,0002,449612
152508,0002,572643
1630010,0002,701675
1735015,0002,836709
1840020,0002,977744
1950030,0003,127781
2075040,0003,283820
211,00050,0003,447861
221,25060,0003,619904
231,50070,0003,800950
242,00080,0003,990997
252,50090,0004,1901,047
263,000100,0004,4001,100
273,500120,0004,6201,155
284,000150,0004,8511,212
295,000200,0005,0931,273
307,500250,0005,3481,337
3110,000250,0005,5881,397
3210,000250,0005,8081,452
3310,000250,0006,0281,507
3410,000250,0006,2701,567
3510,000250,0006,6001,650
26 left
HP 4,400DMG 1,100SPD 113
Simulated battles · Level 26 vs 26 · No boosts

How to beat Bumpy: counters that win

Battle level
265 of 494 beat it159 it beats

To beat Bumpy, bring Gigantspinosaurus, the best Epic counter. Use Bracing Taunt and Impact, then Group Resilient Strike, then Bracing Taunt and Impact to win with about 90% HP left. Overall best: Aliorasuchus (Unique). Bumpy: Aliorasuchus, Quetzalvexus and Alacranix beat it at level 26, and it beats 159 of 494 creatures.

How to beat Bumpy with Gigantspinosaurus, move by move

  • If Bumpy opens with Superior Vulnerability: Bracing Taunt and Impact, then Group Resilient Strike, then Bracing Taunt and Impact. Wins with 90% HP left.
  • If Bumpy opens with Taunting Resilient Group Impact: Bracing Taunt and Impact, then Group Resilient Strike, then Bracing Taunt and Impact. Wins with 90% HP left.

Each fight is played out move by move. Bumpy 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.

4,980 / 4,980 HP
VSReady
Bumpy, an Epic creature in Jurassic World Alive
Bumpy
4,400 / 4,400 HP

If Bumpy opens with…

  1. Turn 14,980 vs 2,825 HP
  2. Turn 24,642 vs 1,775 HP
  3. Turn 34,980 vs 200 HP
  4. Turn 44,473 vs 0 HP

Gigantspinosaurus wins with 4,473 HP left (90%).

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

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All 265 creatures that can beat Bumpy

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 41 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 Bumpy 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.