Priority.
Target fastest opponent.
Attack .
Target Self.
Increase Healing 25% for 2 turns.
Increase Armor 25% for 2 turns, 4 attacks.

The investigation into the Parasaurolophus Lux's natural bioluminescence ended with more questions than answers. it also yielded the Centrolophus Lux, who shows bioluminescent stripes and a spot at the top of its crest. These can end up so distracting to potential predators that they stare long enough for the Centrolophus Lux to charge them in return.
Permanent protection · 100% = immune
Enhancements unlock at level 30.
At the start of the turn, if the opponent has daze.
Self. increase Armor by 15% for 1 turn, 2 attacks.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
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.
Target attacker.
Attack .
Target Self.
Increase Speed 20% for 1 turn.
Target Self.
Lockdown 2 turns.
Target most positive effects opponent.
Remove Cloak.
Remove Dodge.
Target lowest HP opponent.
Destroy shields.
Attack , bypassing Armor.
Target Self.
Cleanse.
Shield 100% for 1 turn, 2 attacks.
Increase Damage 50% for 2 turns, 2 attacks.
Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.
Keeping 0 speed tiers (114 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.
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.
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.
| Stat | Current | Individual ceiling | Try a focused build |
|---|---|---|---|
| Health | 5,500 | 8,250 | |
| Damage | 1,650 | 2,475 | |
| Speed | 114 | 154 | |
| Armor | 20% | 20% | |
| Crit chance | 5% | 5% | |
| Crit damage | 1.25× | 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.
Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.
| Level reached | DNA | Coins | Base health | Base damage |
|---|---|---|---|---|
| 27 | 100 | 120,000 | 5,774 | 1,732 |
| 28 | 150 | 150,000 | 6,063 | 1,819 |
| 29 | 200 | 200,000 | 6,366 | 1,910 |
| 30 | 250 | 250,000 | 6,685 | 2,005 |
| 31 | 400 | 250,000 | 6,985 | 2,095 |
| 32 | 400 | 250,000 | 7,260 | 2,178 |
| 33 | 400 | 250,000 | 7,535 | 2,260 |
| 34 | 400 | 250,000 | 7,837 | 2,351 |
| 35 | 400 | 250,000 | 8,250 | 2,475 |
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.
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.

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.
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.
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.