Build options
Compare CompsovenatorCreate a custom version

Your build

Health
3,900
Damage
1,500
Speed
130
Armor
0%
Crit chance
35%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
50%
Damage reduction
Immune
Rend
33%
Speed reduction
Immune
Stun
75%
Swap prevention
0%
Taunt
0%
Vulnerability
50%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Compsovenator reactive Unlocks at enhancement 5

At the end of the turn, if this creature has increased speed.

Highest damage opponent. reduce Damage by 25% 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.

Alert Surge move icon from Jurassic World Alive

Above 33% HP

Priority.

Target lowest HP opponent. Attack , always critical.

33% HP or lessDetails of the 33% HP or less form

Priority.

Target lowest HP opponent. Attack .

Target Self. Dodge 50% chance, 67% of damage, for 1 turn, 2 attacks.

Alert Annihilating Impact move icon from Jurassic World Alive

Above 33% HP

Target lowest HP opponent. Remove all effects. Remove Taunt. Reduce Damage 50% for 1 turn, 2 attacks. Attack .

Cooldown: 2.

33% HP or lessDetails of the 33% HP or less form

Target lowest HP opponent. Destroy shields. Remove Taunt.

Target Self. Heal 33% max HP.

Target lowest HP opponent. Attack , bypassing Armor.

Cooldown: 2.

Instant Rampage and Run move icon from Jurassic World Alive

Priority.

Target lowest HP opponent. Attack .

Target Self. Swap out.

Delay: 1. Cooldown: 2.

Target Self. Cleanse. Increase Speed 20% for 2 turns, 4 attacks. Dodge 50% chance, 67% of damage, for 1 turn, 2 attacks.

Target lowest HP opponent. Attack . Reduce Healing 50% for 2 turns.

Target Self. Cloak for 2 turns: 75% chance to dodge 67% of damage, next attack 2×.

Cooldown: 2.

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

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

Target Self. Heal 33% max HP. 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 (130 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
Damage1,5002,250
Speed130170
Armor0%0%
Crit chance35%35%
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
27100120,0004,0941,574
28150150,0004,2991,653
29200200,0004,5141,736
30250250,0004,7401,823
31400250,0004,9531,905
32400250,0005,1481,980
33400250,0005,3432,055
34400250,0005,5572,137
35400250,0005,8502,250
26 left
HP 3,900DMG 1,500SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Compsovenator: counters that win

Battle level
129 of 494 beat it375 it beats

To beat Compsovenator, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Killer Instinct to win with about 92% HP left. Compsovenator: Shantrospinos, Proto Lux and Paralidactylus beat it at level 26, and it beats 375 of 494 creatures.

How to beat Compsovenator with Shantrospinos, move by move

  • If Compsovenator opens with Alert Surge: Evasive Wounding Charge, then Defensive Rampage. Wins with 100% HP left.
  • If Compsovenator opens with Alert Annihilating Impact: Evasive Wounding Charge, then Killer Instinct. Wins with 92% HP left.
  • If Compsovenator opens with Blighted Pounce: Evasive Wounding Charge, then Killer Instinct. Wins with 95% HP left.

Each fight is played out move by move. Compsovenator 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
Compsovenator, an Apex creature in Jurassic World Alive
Compsovenator
3,900 / 3,900 HP

If Compsovenator opens with…

  1. Turn 13,394 vs 1,095 HP
  2. Turn 24,800 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 Compsovenator is, it can turn the result, so check both builds first.

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All 129 creatures that can beat Compsovenator

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 42 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 Compsovenator 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.