Build options
Compare CompsocaulusCreate a custom version

Your build

Health
3,900
Damage
1,350
Speed
127
Armor
0%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
33%
Rend
33%
Speed reduction
Immune
Stun
50%
Swap prevention
0%
Taunt
0%
Vulnerability
0%
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+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Compsocaulus reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 33% or less.

All opponents. reduce Damage by 25% for 1 turn, 2 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.

Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase.

Target lowest HP opponent. Attack .

Hop and Mock move icon from Jurassic World Alive

Priority.

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

Target most positive effects opponent. Remove all effects.

Target Self. Taunt 1 turn.

Cooldown: 1.

Restricted Group Distraction move icon from Jurassic World Alive

Target all opponents. Attack , bypassing Absorb. Reduce Damage 50% for 1 turn, 2 attacks.

Cooldown: 1.

Above 66% HP

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

Cooldown: 1.

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

Target highest damage opponent. Attack .

Target all opponents. Reduce Damage 25% for 1 turn, 2 attacks.

Target Self. Heal 33% max HP.

Cooldown: 2.

Swap in Distraction move icon from Jurassic World Alive

Target highest damage opponent. Reduce Damage 100% for 1 turn, 2 attacks.

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 (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
Health3,9005,850
Damage1,3502,025
Speed127167
Armor0%0%
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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,2081,110
2315070,0003,3681,166
2420080,0003,5371,224
2525090,0003,7141,285
26300100,0003,9001,350
27350120,0004,0941,417
28400150,0004,2991,488
29500200,0004,5141,562
30750250,0004,7401,640
311,000250,0004,9531,714
321,000250,0005,1481,782
331,000250,0005,3431,849
341,000250,0005,5571,923
351,000250,0005,8502,025
26 left
HP 3,900DMG 1,350SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Compsocaulus: counters that win

Battle level
258 of 494 beat it174 it beats

To beat Compsocaulus, bring Erlidominus, the best Unique counter. Use Ferocious Cunning Impact, then Minimal Speedup Strike to win with about 100% HP left. Overall best: Indolycan (Apex). Compsocaulus: Indolycan, Magnaraptor and Quetzalvexus beat it at level 26, and it beats 174 of 494 creatures.

How to beat Compsocaulus with Erlidominus, move by move

  • If Compsocaulus opens with Cunning Strike: Ferocious Cunning Impact. Wins with 100% HP left.
  • If Compsocaulus opens with Hop and Mock: Ferocious Cunning Impact, then Minimal Speedup Strike. Wins with 100% HP left.
  • If Compsocaulus opens with Restricted Group Distraction: Ferocious Cunning Impact. Wins with 100% HP left.
  • If Compsocaulus opens with Alert Scurry: Ferocious Cunning Impact. Wins with 100% HP left.

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

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

3,600 / 3,600 HP
VSReady
Compsocaulus, a Unique creature in Jurassic World Alive
Compsocaulus
3,900 / 3,900 HP

If Compsocaulus opens with…

  1. Turn 13,600 vs 0 HP
    • Ferocious Cunning Impact move icon from Jurassic World AliveErlidominus uses Ferocious Cunning Impact4,050 damage
    • Compsocaulus picks Cunning Strike, but Erlidominus acts first and knocks it out with Ferocious Cunning Impact, so Cunning Strike never happens.

Erlidominus wins with 3,600 HP left (100%).

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

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All 258 creatures that can beat Compsocaulus

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 81 Unique

Compsocaulus beats 174 creatures

Showing 3 of 3 Unique

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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 Compsocaulus 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.