Build options
Compare DilozorionCreate a custom version

Your build

Health
4,600
Damage
1,650
Speed
130
Armor
0%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
Immune
Damage reduction
50%
Rend
50%
Speed reduction
0%
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
25%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Dilozorion reactive Unlocks at enhancement 5

At the end of the turn, if this creature has increased speed.

Highest damage opponent. reduce Damage by 25% for 2 turns, 4 attacks.

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.

Group Wily Strike move icon from Jurassic World Alive

Target all opponents. Remove Crit increase.

Target lowest HP opponent. Attack , bypassing Armor, Dodge.

Target highest damage opponent. Remove Damage increase.

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

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

Nullifying Rampage move icon from Jurassic World Alive

Target most positive effects opponent. Remove all positive effects.

Target lowest HP opponent. Attack .

Delay: 1. Cooldown: 2.

Alert Blighted Impact and Run move icon from Jurassic World Alive

Above 50% HP

Target highest HP opponent. Reduce Healing 50% for 2 turns. Attack , bypassing Dodge.

Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target highest HP opponent. Reduce Healing 75% for 2 turns. Attack .

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 1 turn, 1 attack. Swap out.

Cooldown: 2.

Vengeful Defensive Stance move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target all allies. Heal 1,650. Cleanse.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target highest damage opponent. Remove Damage increase. Remove Crit increase. Reduce Damage 50% for 2 turns, 2 attacks.

Delay: 1. Cooldown: 2.

RevengeDetails of the Revenge form

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

Priority.

Target Self. Shield 100% for 3 turns, 4 attacks.

Target highest damage opponent. Attack .

Cooldown: 2.

Darting Counter move icon from Jurassic World Alive

Darting Counter

Counter-attack

Target attacker. Attack .

Target Self. Increase Speed 20% for 1 turn.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target highest damage opponent. Reduce all resistance 25% for 2 turns. Reduce Damage 50% for 2 turns, 4 attacks. Reduce Speed 25% for 2 turns.

Target Self. Lockdown 2 turns.

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 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
Health4,6006,900
Damage1,6502,475
Speed130170
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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0004,8301,732
28150150,0005,0711,819
29200200,0005,3241,910
30250250,0005,5912,005
31400250,0005,8422,095
32400250,0006,0722,178
33400250,0006,3022,260
34400250,0006,5552,351
35400250,0006,9002,475
26 left
HP 4,600DMG 1,650SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Dilozorion: counters that win

Battle level
145 of 494 beat it328 it beats

To beat Dilozorion, bring Indolycan, the best Apex counter. Use Howling Rampage to win with about 100% HP left. Dilozorion: Indolycan, Proto Lux and Shantrospinos beat it at level 26, and it beats 328 of 494 creatures.

How to beat Dilozorion with Indolycan, move by move

  • If Dilozorion opens with Group Wily Strike: Howling Rampage. Wins with 100% HP left.
  • If Dilozorion opens with Alert Blighted Impact and Run: Howling Rampage. Wins with 100% HP left.

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

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

4,500 / 4,500 HP
VSReady
Dilozorion, an Apex creature in Jurassic World Alive
Dilozorion
4,600 / 4,600 HP

If Dilozorion opens with…

  1. Turn 14,500 vs 0 HP
    • Indolycan uses Howling RampagePriority4,751 damage
    • Dilozorion picks Group Wily Strike, but Indolycan acts first with priority and knocks it out with Howling Rampage, so Group Wily Strike never happens.

Indolycan wins with 4,500 HP left (100%).

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

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All 145 creatures that can beat Dilozorion

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 46 Apex

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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 Dilozorion 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.