Build options
Compare DiloracheirusCreate a custom version

Your build

Health
4,470
Damage
1,650
Speed
128
Armor
0%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
Immune
Damage reduction
0%
Rend
0%
Speed reduction
0%
Stun
Immune
Swap prevention
0%
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts and enhancements in the build bar at the bottom of the screen.

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Diloracheirus reactive Unlocks at enhancement 5

At the start of the turn, if the opponent is Resilient.

Self. increase Crit Chance by 15% for 1 turn, 1 attack.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Dispersed Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks.

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

Target lowest HP opponent. Attack .

Target Self. Cleanse Damage reduction.

Target all allies. Heal 1,650. Cleanse. Increase Speed 25% for 2 turns, 2 attacks.

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction.

Target all allies. Heal 3,300. Cleanse.

Target highest damage opponent. Reduce Damage 25% for 2 turns, 2 attacks.

Cooldown: 2.

Revenge Cunning Rampage move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

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

Target lowest HP opponent. Attack .

Delay: 1. Cooldown: 1.

RevengeDetails of the Revenge form

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

Target Self. Cleanse Damage over time.

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

Target lowest HP opponent. Attack .

Cooldown: 1.

Darting Counter move icon from Jurassic World Alive

Darting Counter

Counter-attack

Target attacker. Attack .

Target Self. Increase Speed 20% for 1 turn.

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 (128 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 with enhancement 0. 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
Health4,4706,705
Damage1,6502,475
Speed128168
Armor0%0%
Crit chance10%10%
Crit damage1.25×1.25×

Includes selected enhancements. 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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,6771,357
2315070,0003,8611,425
2420080,0004,0541,496
2525090,0004,2571,571
26300100,0004,4701,650
27350120,0004,6931,732
28400150,0004,9281,819
29500200,0005,1741,910
30750250,0005,4332,005
311,000250,0005,6762,095
321,000250,0005,9002,178
331,000250,0006,1232,260
341,000250,0006,3692,351
351,000250,0006,7052,475
26 left
HP 4,470DMG 1,650SPD 128
Simulated battles · Level 26 vs 26 · No boosts

How to beat Diloracheirus: counters that win

Battle level
133 of 494 beat it259 it beats

To beat Diloracheirus, bring Crichtomoloch, the best Unique counter. Use Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Instant Dodge Impact to win with about 100% HP left. Overall best: Indolycan (Apex). Diloracheirus: Indolycan, Becklejara and Shantrospinos beat it at level 26, and it beats 259 of 494 creatures.

How to beat Diloracheirus with Crichtomoloch, move by move

  • If Diloracheirus opens with Dispersed Cunning Strike: Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Instant Dodge Impact. Wins with 100% HP left.
  • If Diloracheirus opens with Group Vitalize: Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Instant Dodge Impact. Wins with 100% HP left.
  • If Diloracheirus opens with Distracting Team Heal: Afflicting Alert Stun, then Group Resilient Strike, then Instant Dodge Impact. Wins with 100% HP left.

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

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

4,650 / 4,650 HP
VSReady
Diloracheirus, a Unique creature in Jurassic World Alive
Diloracheirus
4,470 / 4,470 HP

If Diloracheirus opens with…

  1. Turn 14,650 vs 2,948 HP
  2. Turn 24,650 vs 1,498 HP
  3. Turn 34,650 vs 3,138 HP
  4. Turn 44,650 vs 1,688 HP
  5. Turn 54,650 vs 0 HP

Crichtomoloch wins with 4,650 HP left (100%).

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

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All 133 creatures that can beat Diloracheirus

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 53 Unique

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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 Diloracheirus 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.