Build options
Compare Dilophosaurus Gen 2Create a custom version

Your build

Health
2,550
Damage
1,850
Speed
121
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
Immune
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.

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 .

Impact move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Cooldown: 1.

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 (121 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
Health2,5503,825
Damage1,8502,775
Speed121161
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
21005790573
315010830602
420025871632
525050915663
6300100961697
73502001,009732
84004001,059768
95006001,112807
107508001,168847
111,0001,0001,226889
121,2502,0001,288934
131,5004,0001,352981
142,0006,0001,4191,030
152,5008,0001,4901,081
163,00010,0001,5651,135
173,50015,0001,6431,192
184,00020,0001,7251,252
195,00030,0001,8121,314
207,50040,0001,9021,380
2110,00050,0001,9971,449
2212,50060,0002,0971,521
2315,00070,0002,2021,598
2420,00080,0002,3121,677
2525,00090,0002,4281,761
2630,000100,0002,5501,850
2735,000120,0002,6771,942
2840,000150,0002,8112,039
2950,000200,0002,9512,141
3075,000250,0003,0992,248
31100,000250,0003,2382,349
32100,000250,0003,3662,442
33100,000250,0003,4932,534
34100,000250,0003,6332,636
35100,000250,0003,8252,775
26 left
HP 2,550DMG 1,850SPD 121
Simulated battles · Level 26 vs 26 · No boosts

How to beat Dilophosaurus Gen 2: counters that win

Battle level
429 of 494 beat it61 it beats

To beat Dilophosaurus Gen 2, bring Deinocheirus, the best Common counter. Use Revenge Rampage to win with about 100% HP left. Overall best: Aerotitan (Epic). Dilophosaurus Gen 2: Aerotitan, Alankydactylus and Albertosaurus beat it at level 26, and it beats 61 of 494 creatures.

How to beat Dilophosaurus Gen 2 with Deinocheirus, move by move

  • If Dilophosaurus Gen 2 opens with Cunning Strike: Revenge Rampage. Wins with 100% HP left.
  • If Dilophosaurus Gen 2 opens with Impact: Revenge Rampage. Wins with 100% HP left.

Each fight is played out move by move. Dilophosaurus Gen 2 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.

2,700 / 2,700 HP
VSReady
Dilophosaurus Gen 2, a Common creature in Jurassic World Alive
Dilophosaurus Gen 2
2,550 / 2,550 HP

If Dilophosaurus Gen 2 opens with…

  1. Turn 12,700 vs 0 HP
    • Revenge Rampage move icon from Jurassic World AliveDeinocheirus uses Revenge Rampage2,733 damage
    • Dilophosaurus Gen 2 picks Cunning Strike, but Deinocheirus acts first and knocks it out with Revenge Rampage, so Cunning Strike never happens.

Deinocheirus wins with 2,700 HP left (100%).

Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Deinocheirus is higher level or boosted, this win only gets safer; if Dilophosaurus Gen 2 is, it can turn the result, so check both builds first.

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All 429 creatures that can beat Dilophosaurus Gen 2

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 25 Common

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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 Dilophosaurus Gen 2 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.