Build options
Compare DeinosuchusCreate a custom version

Your build

Health
3,500
Damage
1,400
Speed
113
Armor
10%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
25%
Damage reduction
0%
Rend
25%
Speed reduction
0%
Stun
0%
Swap prevention
0%
Taunt
0%
Vulnerability
Immune
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.

Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Devouring Wound move icon from Jurassic World Alive

Target highest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 60% over 4 turns. Damage over time 20% per turn for 2 turns.

Cooldown: 1.

Priority.

Target highest HP opponent. Cleanse. Swap out.

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

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 (113 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
Health3,5005,250
Damage1,4002,100
Speed113153
Armor10%10%
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 2644,250 DNA588,000 coins

Creation requires 100 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
71002001,384553
81504001,454581
92006001,527610
102508001,603641
113001,0001,683673
123502,0001,767707
134004,0001,856742
145006,0001,948779
157508,0002,046818
161,00010,0002,148859
171,25015,0002,256902
181,50020,0002,368947
192,00030,0002,487994
202,50040,0002,6111,044
213,00050,0002,7421,096
223,50060,0002,8791,151
234,00070,0003,0231,209
245,00080,0003,1741,269
257,50090,0003,3331,333
2610,000100,0003,5001,400
2712,500120,0003,6741,469
2815,000150,0003,8581,543
2920,000200,0004,0511,620
3025,000250,0004,2541,701
3130,000250,0004,4451,778
3230,000250,0004,6201,848
3330,000250,0004,7951,918
3430,000250,0004,9871,994
3530,000250,0005,2502,100
26 left
HP 3,500DMG 1,400SPD 113
Simulated battles · Level 26 vs 26 · No boosts

How to beat Deinosuchus: counters that win

Battle level
367 of 494 beat it109 it beats

To beat Deinosuchus, bring Herrerasaurus, the best Rare counter. Use Stunning Impact, then Instant Cunning Strike to win with about 100% HP left. Overall best: Draco Intrepidus (Apex). Deinosuchus: Draco Intrepidus, Erlidominus and Indolycan beat it at level 26, and it beats 109 of 494 creatures.

How to beat Deinosuchus with Herrerasaurus, move by move

  • If Deinosuchus opens with Fierce Strike: Stunning Impact, then Instant Cunning Strike. Wins with 100% HP left.
  • If Deinosuchus opens with Devouring Wound: Stunning Impact, then Instant Cunning Strike. Wins with 100% HP left.

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

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

4,200 / 4,200 HP
VSReady
Deinosuchus, a Rare creature in Jurassic World Alive
Deinosuchus
3,500 / 3,500 HP

If Deinosuchus opens with…

  1. Turn 14,200 vs 1,400 HP
    • Herrerasaurus uses Stunning Impact2,100 damageStuns
    • Deinosuchus picks Fierce Strike, but Herrerasaurus acts first and stuns it with Stunning Impact, so Fierce Strike never happens.
  2. Turn 24,200 vs 0 HP

Herrerasaurus wins with 4,200 HP left (100%).

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

Loading…

Loading…

All 367 creatures that can beat Deinosuchus

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 48 Rare

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 Deinosuchus 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.