Build options
Compare CoelocephalusCreate a custom version

Your build

Health
4,900
Damage
1,500
Speed
118
Armor
25%
Crit chance
25%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Coelocephalus reactive Unlocks at enhancement 5

At the start of the turn, if this creature has increased damage.

Highest damage opponent. reduce Damage by 50% for 2 turns, 4 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.

Target Self. Shield 50% for 2 turns, 2 attacks. Cleanse Damage reduction.

Target fastest opponent. Reduce Speed 50% for 2 turns.

Target lowest HP opponent. Attack , bypassing Dodge.

Target fastest opponent. Vulnerable 50% for 2 turns, 2 attacks.

Instant Group Fierce Rampage move icon from Jurassic World Alive

Priority.

Target Self. Cleanse Vulnerability.

Target all opponents. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target all opponents. Attack , bypassing Armor, Absorb.

Delay: 1. Cooldown: 1.

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

Target fastest opponent. Reduce Speed 25% for 2 turns, 4 attacks.

Target highest damage opponent. Reduce Damage 25% for 2 turns, 4 attacks.

Target lowest HP opponent. Attack .

Cooldown: 1.

Target Self. Shield 100% for 1 turn, 4 attacks. Cleanse Damage reduction. Heal 2,250. Cleanse.

Cooldown: 2.

Target Self. Heal 1,125.

Target attacker. Attack , always critical. Devour heal 60% over 1 turn.

Target Self. Shield 100% for 1 turn, 4 attacks.

Target most positive effects opponent. Remove all positive effects.

Target Self. 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 (118 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
Health4,9007,350
Damage1,5002,250
Speed118158
Armor25%25%
Crit chance25%25%
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
27100120,0005,1451,574
28150150,0005,4021,653
29200200,0005,6721,736
30250250,0005,9551,823
31400250,0006,2231,905
32400250,0006,4681,980
33400250,0006,7132,055
34400250,0006,9822,137
35400250,0007,3502,250
26 left
HP 4,900DMG 1,500SPD 118
Simulated battles · Level 26 vs 26 · No boosts

How to beat Coelocephalus: counters that win

Battle level
20 of 494 beat it459 it beats

To beat Coelocephalus, bring Shantrospinos, the best Apex counter. Use Defense Shattering Wound, then Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage to win with about 95% HP left. Overall best: Aliorasuchus (Unique). Coelocephalus: Aliorasuchus, Shantrospinos and Quetzalvexus beat it at level 26, and it beats 459 of 494 creatures.

How to beat Coelocephalus with Shantrospinos, move by move

  • If Coelocephalus opens with Shielded Superior Vulnerability: Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage. Wins with 98% HP left.
  • If Coelocephalus opens with Ferocious Dispiriting Impact: Defense Shattering Wound, then Defensive Rampage. Wins with 100% HP left.
  • If Coelocephalus opens with Invincible Cleansing Rally: Defense Shattering Wound, then Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage. Wins with 95% HP left.

Each fight is played out move by move. Coelocephalus 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
Coelocephalus, an Apex creature in Jurassic World Alive
Coelocephalus
4,900 / 4,900 HP

If Coelocephalus opens with…

  1. Turn 13,605 vs 2,750 HP
  2. Turn 2Most likely roll3,605 vs 790 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Coelocephalus is stunned and loses the turn
    • Coelocephalus takes 1,960 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 Coelocephalus is, it can turn the result, so check both builds first.

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All 20 creatures that can beat Coelocephalus

Showing 12 of 12 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 Coelocephalus 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.