Build options
Compare CentrosaurusCreate a custom version

Your build

Health
4,000
Damage
1,150
Speed
110
Armor
10%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Shielded Taunting Strike move icon from Jurassic World Alive

Target Self. Shield 50% for 1 turn, 4 attacks.

Target lowest HP opponent. Attack .

Target Self. Taunt 1 turn.

Target highest damage opponent. Daze 100% for 2 turns. Reduce Damage 50% for 2 turns, 2 attacks. Attack .

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 (110 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
Health4,0006,000
Damage1,1501,725
Speed110150
Armor10%10%
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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
210051,240356
3150101,302374
4200251,367393
5250501,435412
63001001,507433
73502001,582455
84004001,662477
95006001,745501
107508001,832526
111,0001,0001,923553
121,2502,0002,020580
131,5004,0002,121609
142,0006,0002,227640
152,5008,0002,338672
163,00010,0002,455705
173,50015,0002,578741
184,00020,0002,707778
195,00030,0002,842817
207,50040,0002,984858
2110,00050,0003,133901
2212,50060,0003,290946
2315,00070,0003,455993
2420,00080,0003,6271,043
2525,00090,0003,8091,095
2630,000100,0004,0001,150
2735,000120,0004,2001,207
2840,000150,0004,4101,267
2950,000200,0004,6301,331
3075,000250,0004,8621,397
31100,000250,0005,0801,460
32100,000250,0005,2801,518
33100,000250,0005,4801,575
34100,000250,0005,7001,638
35100,000250,0006,0001,725
26 left
HP 4,000DMG 1,150SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Centrosaurus: counters that win

Battle level
399 of 494 beat it71 it beats

To beat Centrosaurus, bring Shantungosaurus, the best Common counter. Use Defensive Impact, then Group Shattering Strike, then Defensive Impact to win with about 92% HP left. Overall best: Aliorasuchus (Unique). Centrosaurus: Aliorasuchus, Aquiraptor and Draco Intrepidus beat it at level 26, and it beats 71 of 494 creatures.

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

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

4,250 / 4,250 HP
VSReady
Centrosaurus, a Common creature in Jurassic World Alive
Centrosaurus
4,000 / 4,000 HP
  1. Turn 13,697 vs 2,224 HP
  2. Turn 22,591 vs 1,336 HP
  3. Turn 33,891 vs 0 HP

Shantungosaurus wins with 3,891 HP left (92%).

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

Loading…

Loading…

All 399 creatures that can beat Centrosaurus

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 14 of 14 Common

My creatures

0 creatures saved in this browser. Used on every creature page to show the counters you have.

Loading creatures…

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 Centrosaurus 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.