Build options
Compare DeinocheirusCreate a custom version

Your build

Health
2,700
Damage
1,350
Speed
131
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
0%
Rend
0%
Speed reduction
0%
Stun
0%
Swap prevention
0%
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.

Minimal Speedup Strike move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Target Self. Increase Speed 10% for 3 turns.

Revenge Rampage move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Cooldown: 1.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Target lowest HP opponent. Attack .

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 (131 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
Health2,7004,050
Damage1,3502,025
Speed131171
Armor0%0%
Crit chance5%5%
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
21005837418
315010879439
420025922461
525050969484
63001001,017508
73502001,068534
84004001,121560
95006001,178589
107508001,236618
111,0001,0001,298649
121,2502,0001,363681
131,5004,0001,431715
142,0006,0001,503751
152,5008,0001,578789
163,00010,0001,657828
173,50015,0001,740870
184,00020,0001,827913
195,00030,0001,918959
207,50040,0002,0141,007
2110,00050,0002,1151,057
2212,50060,0002,2211,110
2315,00070,0002,3321,166
2420,00080,0002,4481,224
2525,00090,0002,5711,285
2630,000100,0002,7001,350
2735,000120,0002,8341,417
2840,000150,0002,9761,488
2950,000200,0003,1251,562
3075,000250,0003,2811,640
31100,000250,0003,4291,714
32100,000250,0003,5641,782
33100,000250,0003,6991,849
34100,000250,0003,8471,923
35100,000250,0004,0502,025
26 left
HP 2,700DMG 1,350SPD 131
Simulated battles · Level 26 vs 26 · No boosts

How to beat Deinocheirus: counters that win

Battle level
443 of 494 beat it44 it beats

To beat Deinocheirus, bring Velociraptor, the best Common counter. Use High Pounce to win with about 100% HP left. Overall best: Aerotitan (Epic). Deinocheirus: Aerotitan, Albertosaurus and Arctocanis beat it at level 26, and it beats 44 of 494 creatures.

How to beat Deinocheirus with Velociraptor, move by move

  • If Deinocheirus opens with Minimal Speedup Strike: High Pounce. Wins with 100% HP left.
  • If Deinocheirus opens with Revenge Rampage: High Pounce. Wins with 100% HP left.

Each fight is played out move by move. Deinocheirus 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.

1,650 / 1,650 HP
VSReady
Deinocheirus, a Common creature in Jurassic World Alive
Deinocheirus
2,700 / 2,700 HP

If Deinocheirus opens with…

  1. Turn 11,650 vs 0 HP
    • High Pounce move icon from Jurassic World AliveVelociraptor uses High Pounce3,138 damage
    • Deinocheirus picks Minimal Speedup Strike, but Velociraptor acts first and knocks it out with High Pounce, so Minimal Speedup Strike never happens.

Velociraptor wins with 1,650 HP left (100%).

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

Loading…

Loading…

All 443 creatures that can beat Deinocheirus

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 31 Common

My creatures

0 creatures saved in this browser. Used on every creature page to show the counters you have.

Loading creatures…

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 Deinocheirus 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.