Build options
Compare CoelurosauravusCreate a custom version

Your build

Health
3,450
Damage
1,050
Speed
126
Armor
0%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Set boosts in the build bar at the bottom of the screen.

Move set

Damage follows your build, before battle effects.

Distraction move icon from Jurassic World Alive

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Impact and Run move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Target Self. Swap out.

Delay: 1. Cooldown: 1.

Target Self. Heal 33% max HP. Dodge 67% chance, 67% of damage, for 1 turn. Lockdown 2 turns.

Alert Roost move icon from Jurassic World Alive

Alert Roost

On escape

Above 66% HP

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 2 attacks. Increase Crit Chance 100% for 2 turns, 2 attacks.

66% HP or lessDetails of the 66% HP or less form

Target Self. Dodge 100% chance, 67% of damage, for 2 turns, 2 attacks. Increase Crit Chance 65% for 2 turns, 2 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 (126 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. 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
Health3,4505,175
Damage1,0501,575
Speed126166
Armor0%0%
Crit chance15%15%
Crit damage1.25×1.25×

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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
210051,069325
3150101,123341
4200251,179358
5250501,238376
63001001,300395
73502001,365415
84004001,433436
95006001,505458
107508001,580481
111,0001,0001,659505
121,2502,0001,742530
131,5004,0001,829556
142,0006,0001,920584
152,5008,0002,017613
163,00010,0002,117644
173,50015,0002,223676
184,00020,0002,334710
195,00030,0002,451746
207,50040,0002,574783
2110,00050,0002,703822
2212,50060,0002,838863
2315,00070,0002,980906
2420,00080,0003,129952
2525,00090,0003,2851,000
2630,000100,0003,4501,050
2735,000120,0003,6221,102
2840,000150,0003,8031,157
2950,000200,0003,9931,215
3075,000250,0004,1931,276
31100,000250,0004,3811,333
32100,000250,0004,5541,386
33100,000250,0004,7261,438
34100,000250,0004,9161,496
35100,000250,0005,1751,575
26 left
HP 3,450DMG 1,050SPD 126
Simulated battles · Level 26 vs 26 · No boosts

How to beat Coelurosauravus: counters that win

Battle level
479 of 494 beat it10 it beats

To beat Coelurosauravus, bring Shantungosaurus, the best Common counter. Use Group Shattering Strike, then Defensive Impact to win with about 100% HP left. Overall best: Alankydactylus (Apex). Coelurosauravus: Alankydactylus, Aquilotae and Arctocanis beat it at level 26, and it beats 10 of 494 creatures.

Each fight is played out move by move. Coelurosauravus sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Common counters. Every counter is in the full list below.

4,250 / 4,250 HP
VSReady
Coelurosauravus, a Common creature in Jurassic World Alive
Coelurosauravus
3,450 / 3,450 HP
  1. Turn 13,216 vs 2,463 HP
  2. Turn 24,250 vs 0 HP

Shantungosaurus wins with 4,250 HP left (100%).

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

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All 479 creatures that can beat Coelurosauravus

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 40 Common

Coelurosauravus beats 10 creatures

Showing 4 of 4 Common

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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 Coelurosauravus 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.