Build options
Compare CeranosaurusCreate a custom version

Your build

Health
5,850
Damage
1,600
Speed
127
Armor
25%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
33%
Damage reduction
75%
Rend
33%
Speed reduction
75%
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
75%
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

Ceranosaurus reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 50% or less.

Self. cleanse all negative effects.

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 Self. Cleanse Damage reduction. Shield 75% for 1 turn, 4 attacks.

Target fastest opponent. Remove Dodge. Remove Cloak. Remove Speed increase. Attack . Vulnerable 50% for 2 turns, 1 attack.

Priority.

Target all opponents. Attack , bypassing Absorb.

Target Self. Cleanse Damage over time. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target lowest HP opponent. Reduce Healing 50% for 2 turns, 4 attacks.

Cooldown: 2.

Crested Escape move icon from Jurassic World Alive

Target highest damage opponent. Reduce Damage 100% for 2 turns, 4 attacks. Reduce Speed 50% for 2 turns, 4 attacks. Attack .

Target Self. Swap out.

Delay: 1. Cooldown: 2.

Target highest damage opponent. Remove all positive effects. Reduce all resistance 50% for 2 turns. Reduce Damage 50% for 2 turns, 4 attacks. Reduce Armor 50% for 2 turns, 4 attacks.

Cooldown: 1.

Precise Group Counter move icon from Jurassic World Alive

Precise Group Counter

Counter-attack

Target all opponents. Attack , bypassing Dodge, Absorb.

Target Self. Increase Armor 10% for 2 turns, 4 attacks.

Target highest damage opponent. Reduce all resistance 50% for 2 turns, 4 attacks. Vulnerable 50% for 2 turns, 2 attacks. Prevent swap 2 turns.

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

Target Self. Cloak for 2 turns: 75% chance to dodge 67% of damage, next attack 2×. Cheat death 2 turns.

Target all opponents. Reduce Damage 50% for 2 turns, 4 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 (127 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
Health5,8508,775
Damage1,6002,400
Speed127167
Armor25%25%
Crit chance20%20%
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
27100120,0006,1421,679
28150150,0006,4491,764
29200200,0006,7711,852
30250250,0007,1101,944
31400250,0007,4292,032
32400250,0007,7222,112
33400250,0008,0142,192
34400250,0008,3362,280
35400250,0008,7752,400
26 left
HP 5,850DMG 1,600SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Ceranosaurus: counters that win

Battle level
15 of 494 beat it446 it beats

To beat Ceranosaurus, bring Shantrospinos, the best Apex counter. Use Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage to win with about 70% HP left. Ceranosaurus: Shantrospinos, Proto Lux and Coelocephalus beat it at level 26, and it beats 446 of 494 creatures.

How to beat Ceranosaurus with Shantrospinos, move by move

  • If Ceranosaurus opens with Instant Shielded Resilient Strike: Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage. Wins with 70% HP left.
  • If Ceranosaurus opens with Instant Blighted Dodge Impact: Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage. Wins with 82% HP left.
  • If Ceranosaurus opens with Afflicting Nullification: Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage. Wins with 75% HP left.

Each fight is played out move by move. Ceranosaurus 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
Ceranosaurus, an Apex creature in Jurassic World Alive
Ceranosaurus
5,850 / 5,850 HP

If Ceranosaurus opens with…

  1. Turn 13,540 vs 3,407 HP
  2. Turn 2Most likely roll3,540 vs 284 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Ceranosaurus is stunned and loses the turn
    • Ceranosaurus takes 3,123 damage over time
  3. Turn 34,800 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 Ceranosaurus is, it can turn the result, so check both builds first.

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All 15 creatures that can beat Ceranosaurus

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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 Ceranosaurus 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.