Build options
Compare CerastegotopsCreate a custom version

Your build

Health
5,500
Damage
1,700
Speed
124
Armor
15%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Cerastegotops reactive Unlocks at enhancement 5

At the end of the turn, if the opponent has damage over time.

Self. increase Damage by 10% for 1 turn; increase Speed by 10% for 1 turn.

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 Heavy Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability. Cleanse Damage reduction.

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

Target highest HP opponent. Stun 75% chance for 1 turn. Attack . Damage over time 25% per turn for 4 turns.

Cooldown: 3.

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

Target highest HP opponent. Reduce Speed 50% for 2 turns, 4 attacks. Attack . Damage over time 25% per turn for 2 turns.

Cooldown: 2.

Priority.

Target highest HP opponent. Attack . Reduce Armor 30% for 2 turns, 4 attacks. Reduce Speed 50% for 2 turns, 4 attacks.

Target Self. Swap out.

Delay: 1. Cooldown: 1.

Piercing Headbutt move icon from Jurassic World Alive

Piercing Headbutt

Counter-attack

Target opponent. Attack , bypassing Armor, Dodge.

Target Self. Increase Armor 10% for 1 turn, 2 attacks. Increase Damage 10% for 2 turns, 2 attacks.

Swap in Armored Wound move icon from Jurassic World Alive

Target highest HP opponent. Damage over time 25% per turn for 2 turns.

Target Self. Increase Armor 50% for 2 turns, 4 attacks. Lockdown 2 turns.

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 (124 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
Damage1,7002,550
Speed124164
Armor15%15%
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
27100120,0005,7741,784
28150150,0006,0631,874
29200200,0006,3661,967
30250250,0006,6852,066
31400250,0006,9852,159
32400250,0007,2602,244
33400250,0007,5352,329
34400250,0007,8372,422
35400250,0008,2502,550
26 left
HP 5,500DMG 1,700SPD 124
Simulated battles · Level 26 vs 26 · No boosts

How to beat Cerastegotops: counters that win

Battle level
49 of 494 beat it431 it beats

To beat Cerastegotops, bring Paralidactylus, the best Apex counter. Use Bellowing Citadel, then Dispersed Cunning Strike, then Payback Wounding Rampage, then Bellowing Citadel, then Fortifying Thagomizer Sweep to win with about 70% HP left. Overall best: Aliorasuchus (Unique). Cerastegotops: Aliorasuchus, Protonodon and Paralidactylus beat it at level 26, and it beats 431 of 494 creatures.

How to beat Cerastegotops with Paralidactylus, move by move

  • If Cerastegotops opens with Group Heavy Strike: Bellowing Citadel, then Dispersed Cunning Strike, then Payback Wounding Rampage, then Bellowing Citadel, then Fortifying Thagomizer Sweep. Wins with 70% HP left.
  • If Cerastegotops opens with Stunning Lacerating Rampage: Bellowing Citadel, then Dispersed Cunning Strike, then Payback Wounding Rampage, then Bellowing Citadel, then Fortifying Thagomizer Sweep. Wins with 82% HP left.
  • If Cerastegotops opens with Intimidating Wounding Impact: Bellowing Citadel, then Dispersed Cunning Strike, then Payback Wounding Rampage, then Bellowing Citadel, then Payback Wounding Rampage, then Fortifying Thagomizer Sweep. Wins with 79% HP left.

Each fight is played out move by move. Cerastegotops 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.

5,100 / 5,100 HP
VSReady
Cerastegotops, an Apex creature in Jurassic World Alive
Cerastegotops
5,500 / 5,500 HP

If Cerastegotops opens with…

  1. Turn 14,229 vs 5,500 HP
  2. Turn 23,379 vs 4,083 HP
  3. Turn 33,255 vs 1,674 HP
  4. Turn 43,255 vs 1,674 HP
  5. Turn 53,566 vs 0 HP

Paralidactylus wins with 3,566 HP left (70%).

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

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All 49 creatures that can beat Cerastegotops

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 29 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 Cerastegotops 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.