Build options
Compare CrichtomolochCreate a custom version

Your build

Health
4,650
Damage
1,450
Speed
115
Armor
15%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
33%
Damage reduction
50%
Rend
66%
Speed reduction
Immune
Stun
Immune
Swap prevention
Immune
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

Crichtomoloch reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 50% or less.

Self. 50% chance to dodge 66.7% of damage 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.

Group Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb.

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Instant Dodge Impact move icon from Jurassic World Alive

Priority.

Target Self. Cleanse Damage over time.

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

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

Cooldown: 1.

Afflicting Alert Stun move icon from Jurassic World Alive

Above 50% HP

Priority.

Target Self. Shield 100% for 1 turn, 2 attacks.

Target highest HP opponent. Remove all positive effects. Attack .

Cooldown: 1.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target highest HP opponent. Reduce all resistance 25% for 2 turns, 4 attacks.

Target fastest opponent. Stun 100% chance for 1 turn.

Target highest HP opponent. Attack .

Cooldown: 1.

Sly Rampage and Run move icon from Jurassic World Alive

Target highest damage opponent. Attack .

Target all opponents. Reduce Damage 50% for 2 turns, 2 attacks.

Target Self. Swap out. Shield 50% for 2 turns, 1 attack.

Delay: 1. Cooldown: 2.

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 (115 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
Health4,6506,975
Damage1,4502,175
Speed115155
Armor15%15%
Crit chance20%20%
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
2210060,0003,8251,192
2315070,0004,0161,252
2420080,0004,2171,315
2525090,0004,4281,380
26300100,0004,6501,450
27350120,0004,8821,522
28400150,0005,1261,598
29500200,0005,3821,678
30750250,0005,6521,762
311,000250,0005,9051,841
321,000250,0006,1381,914
331,000250,0006,3701,986
341,000250,0006,6262,066
351,000250,0006,9752,175
26 left
HP 4,650DMG 1,450SPD 115
Simulated battles · Level 26 vs 26 · No boosts

How to beat Crichtomoloch: counters that win

Battle level
82 of 494 beat it353 it beats

To beat Crichtomoloch, bring Distortus Rex, the best Unique counter. Use Fierce Double Strike, then Fierce Double Strike, then Distorted Dominance to win with about 90% HP left. Overall best: Coelocephalus (Apex). Crichtomoloch: Coelocephalus, Shantrospinos and Paralidactylus beat it at level 26, and it beats 353 of 494 creatures.

How to beat Crichtomoloch with Distortus Rex, move by move

  • If Crichtomoloch opens with Group Resilient Strike: Fierce Double Strike, then Distorted Dominance. Wins with 100% HP left.
  • If Crichtomoloch opens with Instant Dodge Impact: Fierce Double Strike, then Fierce Double Strike, then Distorted Dominance. Wins with 90% HP left.
  • If Crichtomoloch opens with Afflicting Alert Stun: Fierce Double Strike, then Distorted Dominance. Wins with 100% HP left.

Each fight is played out move by move. Crichtomoloch 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.

5,400 / 5,400 HP
VSReady
Crichtomoloch, a Unique creature in Jurassic World Alive
Crichtomoloch
4,650 / 4,650 HP

If Crichtomoloch opens with…

  1. Turn 14,106 vs 2,186 HP
  2. Turn 25,400 vs 0 HP

Distortus Rex wins with 5,400 HP left (100%).

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

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All 82 creatures that can beat Crichtomoloch

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 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 Crichtomoloch 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.