Build options
Compare DeinotheriumCreate a custom version

Your build

Health
4,000
Damage
1,250
Speed
115
Armor
10%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Group Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target all opponents. Destroy shields. Remove Taunt. Attack , bypassing Armor, Absorb.

Ferocious Impact move icon from Jurassic World Alive

Target Self. Increase Damage 50% for 3 turns, 6 attacks.

Target highest HP opponent. Attack .

Cooldown: 3.

Priority.

Target Self. Shield 50% for 1 turn, 4 attacks. Increase Crit Chance 20% for 2 turns, 2 attacks. Increase Damage 25% for 2 turns.

Target fastest opponent. Reduce Speed 50% for 2 turns.

Cooldown: 3.

Counter Spikes

Counter-attack

Target attacker. Attack , 2 hits, bypassing Dodge.

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. 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
Health4,0006,000
Damage1,2501,875
Speed115155
Armor10%10%
Crit chance20%20%
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
71002001,582494
81504001,662519
92006001,745545
102508001,832572
113001,0001,923601
123502,0002,020631
134004,0002,121662
145006,0002,227696
157508,0002,338730
161,00010,0002,455767
171,25015,0002,578805
181,50020,0002,707846
192,00030,0002,842888
202,50040,0002,984932
213,00050,0003,133979
223,50060,0003,2901,028
234,00070,0003,4551,079
245,00080,0003,6271,133
257,50090,0003,8091,190
2610,000100,0004,0001,250
2712,500120,0004,2001,312
2815,000150,0004,4101,378
2920,000200,0004,6301,447
3025,000250,0004,8621,519
3130,000250,0005,0801,587
3230,000250,0005,2801,650
3330,000250,0005,4801,712
3430,000250,0005,7001,781
3530,000250,0006,0001,875
26 left
HP 4,000DMG 1,250SPD 115
Simulated battles · Level 26 vs 26 · No boosts

How to beat Deinotherium: counters that win

Battle level
262 of 494 beat it199 it beats

To beat Deinotherium, bring Leucistic Baryonyx, the best Rare counter. Use Echolocate, then Fierce Strike, then Devouring Wound to win with about 65% HP left. Overall best: Indolycan (Apex). Deinotherium: Indolycan, Quetzalvexus and Baryonyx beat it at level 26, and it beats 199 of 494 creatures.

How to beat Deinotherium with Leucistic Baryonyx, move by move

  • If Deinotherium opens with Group Fierce Strike: Echolocate, then Fierce Strike, then Devouring Wound. Wins with 73% HP left.
  • If Deinotherium opens with Ferocious Impact: Echolocate, then Fierce Strike, then Devouring Wound. Wins with 70% HP left.
  • If Deinotherium opens with Instant Rumble: Echolocate, then Fierce Strike, then Devouring Wound. Wins with 65% HP left.

Each fight is played out move by move. Deinotherium 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
Deinotherium, a Rare creature in Jurassic World Alive
Deinotherium
4,000 / 4,000 HP

If Deinotherium opens with…

  1. Turn 13,767 vs 4,000 HP
  2. Turn 23,767 vs 1,798 HP
  3. Turn 33,071 vs 0 HP

Leucistic Baryonyx wins with 3,071 HP left (73%).

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

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All 262 creatures that can beat Deinotherium

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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 Deinotherium 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.