Build options
Compare Centrolophus LuxCreate a custom version

Your build

Health
5,500
Damage
1,650
Speed
114
Armor
20%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
75%
Damage reduction
67%
Rend
0%
Speed reduction
Immune
Stun
75%
Swap prevention
50%
Taunt
0%
Vulnerability
50%
Armor reduction
Immune
Affliction
50%
Healing reduction
50%
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

Centrolophus Lux reactive Unlocks at enhancement 5

At the start of the turn, if the opponent has daze.

Self. increase Armor by 15% for 1 turn, 2 attacks.

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.

Priority.

Target fastest opponent. Attack .

Target Self. Increase Healing 25% for 2 turns. Increase Armor 25% for 2 turns, 4 attacks.

Priority.

Target Self. Cleanse Damage reduction. Heal 2,475. Cleanse. Shield 50% for 2 turns, 2 attacks. Increase Armor 25% for 2 turns, 2 attacks.

Target most positive effects opponent. Daze 100% for 3 turns.

Cooldown: 2.

Target Self. Cleanse Damage over time.

Target all opponents. Attack , bypassing Dodge, Absorb.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Damage increase.

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

Cooldown: 1.

Target Self. Cleanse Damage over time. Cleanse Damage reduction.

Target fastest opponent. Remove all positive effects.

Target lowest HP opponent. Reduce Damage 50% for 1 turn, 2 attacks.

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

Target lowest HP opponent. Attack .

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

Delay: 1. 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.

Swap in Definite Strike move icon from Jurassic World Alive

Target Self. Lockdown 2 turns.

Target most positive effects opponent. Remove Cloak. Remove Dodge.

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor.

Ferocious Shield on Escape move icon from Jurassic World Alive

Target Self. Cleanse. Shield 100% for 1 turn, 2 attacks. Increase Damage 50% for 2 turns, 2 attacks.

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 (114 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
Health5,5008,250
Damage1,6502,475
Speed114154
Armor20%20%
Crit chance5%5%
Crit damage1.25×1.25×

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
27100120,0005,7741,732
28150150,0006,0631,819
29200200,0006,3661,910
30250250,0006,6852,005
31400250,0006,9852,095
32400250,0007,2602,178
33400250,0007,5352,260
34400250,0007,8372,351
35400250,0008,2502,475
26 left
HP 5,500DMG 1,650SPD 114
Simulated battles · Level 26 vs 26 · No boosts

How to beat Centrolophus Lux: counters that win

Battle level
22 of 494 beat it425 it beats

To beat Centrolophus Lux, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Defense Shattering Wound, then Killer Instinct, then Defensive Rampage to win with about 72% HP left. Centrolophus Lux: Shantrospinos, Quetzalvexus and Magnaraptor beat it at level 26, and it beats 425 of 494 creatures.

How to beat Centrolophus Lux with Shantrospinos, move by move

  • If Centrolophus Lux opens with Instant Blessed Strike: Evasive Wounding Charge, then Defense Shattering Wound, then Killer Instinct, then Defensive Rampage. Wins with 82% HP left.
  • If Centrolophus Lux opens with Protective Daze: Evasive Wounding Charge, then Defense Shattering Wound, then Killer Instinct, then Defensive Rampage. Wins with 83% HP left.
  • If Centrolophus Lux opens with Cunning Dodge Impact: Evasive Wounding Charge, then Defense Shattering Wound, then Killer Instinct, then Defensive Rampage. Wins with 72% HP left.

Each fight is played out move by move. Centrolophus Lux 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.

4,800 / 4,800 HP
VSReady
Centrolophus Lux, an Apex creature in Jurassic World Alive
Centrolophus Lux
5,500 / 5,500 HP

If Centrolophus Lux opens with…

  1. Turn 1Most likely roll4,800 vs 4,400 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Centrolophus Lux picks Instant Blessed Strike, but Shantrospinos acts first with priority and stuns it with Evasive Wounding Charge, so Instant Blessed Strike never happens.
    • Centrolophus Lux takes 1,100 damage over time
  2. Turn 24,800 vs 3,565 HP
  3. Turn 33,974 vs 800 HP
  4. Turn 44,800 vs 0 HP

Shantrospinos wins with 4,800 HP left (100%).

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

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All 22 creatures that can beat Centrolophus Lux

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 16 of 16 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 Centrolophus Lux 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.