Doedicurus is pronounced Day-dih-core-us and means "pestle tail". Fractures on the fossils of these ancient armadillos prove that they used their tails like pestles to crush each other during duels.
Target all allies.Shield 50% for 2 turns, 2 attacks.
Target Self.Taunt 1 turn.
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 (111 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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,200
6,300
Damage
1,200
1,800
Speed
111
151
Armor
50%
50%
Crit chance
5%
5%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
7
100
200
1,661
474
8
150
400
1,745
498
9
200
600
1,832
523
10
250
800
1,924
549
11
300
1,000
2,020
577
12
350
2,000
2,121
606
13
400
4,000
2,227
636
14
500
6,000
2,338
668
15
750
8,000
2,455
701
16
1,000
10,000
2,578
736
17
1,250
15,000
2,707
773
18
1,500
20,000
2,842
812
19
2,000
30,000
2,984
852
20
2,500
40,000
3,134
895
21
3,000
50,000
3,290
940
22
3,500
60,000
3,455
987
23
4,000
70,000
3,627
1,036
24
5,000
80,000
3,809
1,088
25
7,500
90,000
4,000
1,142
26
10,000
100,000
4,200
1,200
27
12,500
120,000
4,410
1,260
28
15,000
150,000
4,630
1,323
29
20,000
200,000
4,861
1,389
30
25,000
250,000
5,105
1,458
31
30,000
250,000
5,334
1,524
32
30,000
250,000
5,544
1,584
33
30,000
250,000
5,754
1,644
34
30,000
250,000
5,985
1,710
35
30,000
250,000
6,300
1,800
26 left
HP 4,200DMG 1,200SPD 111
Simulated battles · Level 26 vs 26 · No boosts
How to beat Doedicurus: counters that win
Battle level
234 of 494 beat it181 it beats
To beat Doedicurus, bring Ankylocodon, the best Rare counter. Use Group Bulwark, then Group Fierce Strike, then Group Fierce Strike, then Group Bulwark, then Group Fierce Strike, then Vitalizing Impact, then Group Fierce Strike to win with about 100% HP left. Overall best: Quetzalvexus (Apex). Doedicurus: Quetzalvexus, Alacranix and Becklolyth beat it at level 26, and it beats 181 of 494 creatures.
How to beat Doedicurus with Ankylocodon, move by move
If Doedicurus opens with Resilient Strike: Group Bulwark, then Group Fierce Strike, then Group Fierce Strike, then Group Bulwark, then Group Fierce Strike, then Vitalizing Impact, then Group Fierce Strike. Wins with 100% HP left.
If Doedicurus opens with Group Taunting Shields: Group Bulwark, then Group Fierce Strike, then Group Fierce Strike, then Group Bulwark, then Group Fierce Strike, then Vitalizing Impact, then Group Fierce Strike. Wins with 100% HP left.
Each fight is played out move by move. Doedicurus 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.
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Ankylocodon is higher level or boosted, this win only gets safer; if Doedicurus is, it can turn the result, so check both builds first.
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 Doedicurus 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.