Ceramagnus, an Apex Resilient creature in Jurassic World Alive
ApexResilientNon-hybrid

Ceramagnus

Ceramagnus is the largest Ceratopsian creature to appear on the Map. It is speculated to weigh about 15,000 lbs, and its largest horn is roughly 16 feet long.

Build options
Compare CeramagnusCreate a custom version

Your build

Health
4,800
Damage
1,300
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
Immune
Stun
Immune
Swap prevention
50%
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
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

Ceramagnus reactive Unlocks at enhancement 5

After each action phase, if the opponent has stun.

Self. cleanse all negative effects; increase Armor by 10% for 2 turns, 4 attacks; increase Damage by 20% for 2 turns, 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.

Group Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb.

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

Imminent Stampede move icon from Jurassic World Alive

Priority.

Target all allies. Cleanse Speed reduction. Increase Speed 50% for 2 turns.

Target Self. Increase Damage 50% for 2 turns, 2 attacks.

Cooldown: 2.

Instant Charging Impact move icon from Jurassic World Alive

Priority.

Target highest damage opponent. Attack .

Target random opponent. Stun 75% chance for 1 turn.

Delay: 1. Cooldown: 2.

Precise Rampage move icon from Jurassic World Alive

Target lowest HP opponent. Attack , bypassing Dodge.

Cooldown: 1.

Swap in Stunning Strike move icon from Jurassic World Alive

Target highest damage opponent. Attack , bypassing Armor. Stun 66% chance for 1 turn.

Target Self. Lockdown 2 turns.

Stunning Obstruction move icon from Jurassic World Alive

Target escaping opponent. Prevent swap 2 turns.

Target fastest opponent. Stun 100% chance for 1 turn.

Target escaping opponent. Attack .

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 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
Health4,8007,200
Damage1,3001,950
Speed113153
Armor25%25%
Crit chance10%10%
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
27100120,0005,0401,364
28150150,0005,2921,433
29200200,0005,5561,504
30250250,0005,8341,580
31400250,0006,0961,651
32400250,0006,3361,716
33400250,0006,5761,781
34400250,0006,8401,852
35400250,0007,2001,950
26 left
HP 4,800DMG 1,300SPD 113
Simulated battles · Level 26 vs 26 · No boosts

How to beat Ceramagnus: counters that win

Battle level
187 of 494 beat it274 it beats

To beat Ceramagnus, bring Proto Lux, the best Apex counter. Use Cheater's Resilient Impact, then Group Defensive Rampage to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Ceramagnus: Aliorasuchus, Proto Lux and Shantrospinos beat it at level 26, and it beats 274 of 494 creatures.

How to beat Ceramagnus with Proto Lux, move by move

  • If Ceramagnus opens with Group Resilient Strike: Cheater's Resilient Impact, then Group Defensive Rampage. Wins with 100% HP left.
  • If Ceramagnus opens with Imminent Stampede: Cheater's Resilient Impact, then Group Defensive Rampage. Wins with 100% HP left.
  • If Ceramagnus opens with Precise Rampage: Cheater's Resilient Impact, then Group Defensive Rampage. Wins with 100% HP left.

Each fight is played out move by move. Ceramagnus 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.

5,150 / 5,150 HP
VSReady
Ceramagnus, an Apex creature in Jurassic World Alive
Ceramagnus
4,800 / 4,800 HP

If Ceramagnus opens with…

  1. Turn 14,651 vs 3,071 HP
  2. Turn 25,150 vs 0 HP

Proto Lux wins with 5,150 HP left (100%).

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

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All 187 creatures that can beat Ceramagnus

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 54 Apex

Ceramagnus beats 274 creatures

Showing 2 of 2 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 Ceramagnus 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.