Build options
Compare ConcatolochCreate a custom version

Your build

Health
4,600
Damage
1,200
Speed
112
Armor
25%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Concatoloch reactive Unlocks at enhancement 5

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

Self. heal 15% of max HP.

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. Increase Damage 50% for 2 turns, 2 attacks. Shield 50% for 2 turns, 4 attacks.

Target all opponents. Attack , bypassing Absorb. Reduce Speed 50% for 2 turns, 4 attacks.

Target highest damage opponent. Stun 50% chance for 1 turn.

Cooldown: 1.

Priority.

Target all allies. Heal 50% max HP. Cleanse.

Target Self. Increase Speed 50% for 2 turns, 4 attacks. Shield 75% for 2 turns, 2 attacks.

Cooldown: 2.

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

Target most positive effects opponent. Remove Cloak.

Target Self. Cleanse Damage reduction.

Target highest damage opponent. Destroy shields.

Target fastest opponent. Attack .

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

Cooldown: 2.

Target Self. Increase Damage 25% for 2 turns.

Target attacker. Attack , bypassing Armor, Dodge.

Target Self. Heal 100% max HP. Cleanse.

Target lowest HP opponent. Reduce Speed 50% for 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 (112 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
Health4,6006,900
Damage1,2001,800
Speed112152
Armor25%25%
Crit chance5%5%
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
27100120,0004,8301,260
28150150,0005,0711,323
29200200,0005,3241,389
30250250,0005,5911,458
31400250,0005,8421,524
32400250,0006,0721,584
33400250,0006,3021,644
34400250,0006,5551,710
35400250,0006,9001,800
26 left
HP 4,600DMG 1,200SPD 112
Simulated battles · Level 26 vs 26 · No boosts

How to beat Concatoloch: counters that win

Battle level
56 of 494 beat it366 it beats

To beat Concatoloch, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Killer Instinct to win with about 100% HP left. Concatoloch: Shantrospinos, Distortus Rex and Spinotops beat it at level 26 (Coelocephalus wins on good rolls), and it beats 366 of 494 creatures.

How to beat Concatoloch with Shantrospinos, move by move

  • If Concatoloch opens with Shielded Ferocity: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Concatoloch opens with Group Stunning Slowing Impact: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Concatoloch opens with Hastening Shelter: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Concatoloch opens with Expose Weakness: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.

Each fight is played out move by move. Concatoloch 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
Concatoloch, an Apex creature in Jurassic World Alive
Concatoloch
4,600 / 4,600 HP

If Concatoloch opens with…

  1. Turn 14,800 vs 2,760 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Concatoloch picks Shielded Ferocity, but Shantrospinos acts first with priority and stuns it with Evasive Wounding Charge, so Shielded Ferocity never happens.
    • Concatoloch takes 1,840 damage over time
  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 Concatoloch is, it can turn the result, so check both builds first.

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All 56 creatures that can beat Concatoloch

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 28 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 Concatoloch 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.