Build options
Compare DeltaCreate a custom version

Your build

Health
2,500
Damage
1,450
Speed
130
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

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

Target lowest HP opponent. Attack .

Target highest damage opponent. Attack . Reduce Damage 50% for 1 turn, 2 attacks. Prevent swap 2 turns.

Target Self. Swap out.

Delay: 1. Cooldown: 1.

Nullifying Impact move icon from Jurassic World Alive

Target most positive effects opponent. Remove all effects.

Target lowest HP opponent. Attack .

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 (130 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
Health2,5003,750
Damage1,4502,175
Speed130170
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 2644,250 DNA588,000 coins

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

All evolution costs
Level reachedDNACoinsBase healthBase damage
7100200989573
81504001,038602
92006001,090632
102508001,145664
113001,0001,202697
123502,0001,262732
134004,0001,325768
145006,0001,392807
157508,0001,461847
161,00010,0001,534890
171,25015,0001,611934
181,50020,0001,692981
192,00030,0001,7761,030
202,50040,0001,8651,081
213,00050,0001,9581,136
223,50060,0002,0561,192
234,00070,0002,1591,252
245,00080,0002,2671,315
257,50090,0002,3811,380
2610,000100,0002,5001,450
2712,500120,0002,6251,522
2815,000150,0002,7561,598
2920,000200,0002,8941,678
3025,000250,0003,0381,762
3130,000250,0003,1751,841
3230,000250,0003,3001,914
3330,000250,0003,4251,986
3430,000250,0003,5622,066
3530,000250,0003,7502,175
26 left
HP 2,500DMG 1,450SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Delta: counters that win

Battle level
421 of 494 beat it69 it beats

To beat Delta, bring Albertosaurus, the best Rare counter. Use Killer Instinct to win with about 100% HP left. Overall best: Aerotitan (Epic). Delta: Aerotitan, Albertosaurus and Arctocanis beat it at level 26, and it beats 69 of 494 creatures.

How to beat Delta with Albertosaurus, move by move

  • If Delta opens with Cunning Strike: Killer Instinct. Wins with 100% HP left.
  • If Delta opens with Nullifying Impact: Killer Instinct. Wins with 100% HP left.

Each fight is played out move by move. Delta 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.

4,350 / 4,350 HP
VSReady
Delta, a Rare creature in Jurassic World Alive
Delta
2,500 / 2,500 HP

If Delta opens with…

  1. Turn 14,350 vs 0 HP
    • Killer Instinct move icon from Jurassic World AliveAlbertosaurus uses Killer InstinctPriority2,821 damage
    • Delta picks Cunning Strike, but Albertosaurus acts first with priority and knocks it out with Killer Instinct, so Cunning Strike never happens.

Albertosaurus wins with 4,350 HP left (100%).

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

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All 421 creatures that can beat Delta

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 57 Rare

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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 Delta 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.