Coelocephalus packs are ambush predators who feed on a most peculiar prey: other larger predators. Their combination of size, coloration, weight, pack instincts, and natural defenses make them perfect for such a purpose.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,900
7,350
Damage
1,500
2,250
Speed
118
158
Armor
25%
25%
Crit chance
25%
25%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
27
100
120,000
5,145
1,574
28
150
150,000
5,402
1,653
29
200
200,000
5,672
1,736
30
250
250,000
5,955
1,823
31
400
250,000
6,223
1,905
32
400
250,000
6,468
1,980
33
400
250,000
6,713
2,055
34
400
250,000
6,982
2,137
35
400
250,000
7,350
2,250
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.
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.
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.