Build options
Compare DsungascorpiosCreate a custom version

Your build

Health
3,300
Damage
1,100
Speed
116
Armor
30%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
Immune
Damage reduction
0%
Rend
33%
Speed reduction
0%
Stun
Immune
Swap prevention
0%
Taunt
0%
Vulnerability
50%
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

Dsungascorpios reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 67% or more.

Fastest opponent. reduce Speed by 25% for 1 turn, 2 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.

Devouring Stinger move icon from Jurassic World Alive

Target most positive effects opponent. Destroy shields. Attack , bypassing Armor. Devour heal 50% over 1 turn. Damage over time 15% per turn for 1 turn.

Shielded Lockdown move icon from Jurassic World Alive

Priority.

Target Self. Taunt 1 turn. Shield 100% for 1 turn, 2 attacks.

Target random opponent. Prevent swap 2 turns.

Cooldown: 2.

Dispersed Ferocious Impact move icon from Jurassic World Alive

Target all opponents. Attack , bypassing Absorb.

Target all allies. Increase Damage 50% for 3 turns, 6 attacks.

Cooldown: 3.

Enfeebling Rampage move icon from Jurassic World Alive

Target most positive effects opponent. Attack . Remove all effects.

Target highest HP opponent. Damage over time 25% per turn for 2 turns.

Target attacker. Prevent swap 1 turn.

Target fastest opponent. Stun 100% chance for 1 turn.

Cooldown: 3.

Shattering Antidote move icon from Jurassic World Alive

Shattering Antidote

Counter-attack

Target attacker. Destroy shields. Attack , bypassing Armor. Reduce Speed 10% for 2 turns, 2 attacks.

Target Self. Cleanse.

No Escape

On escape

Target escaping opponent. Prevent swap 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 (116 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
Health3,3004,950
Damage1,1001,650
Speed116156
Armor30%30%
Crit chance15%15%
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
2210060,0002,714904
2315070,0002,850950
2420080,0002,993997
2525090,0003,1421,047
26300100,0003,3001,100
27350120,0003,4641,155
28400150,0003,6381,212
29500200,0003,8201,273
30750250,0004,0111,337
311,000250,0004,1911,397
321,000250,0004,3561,452
331,000250,0004,5211,507
341,000250,0004,7021,567
351,000250,0004,9501,650
26 left
HP 3,300DMG 1,100SPD 116
Simulated battles · Level 26 vs 26 · No boosts

How to beat Dsungascorpios: counters that win

Battle level
150 of 494 beat it272 it beats

To beat Dsungascorpios, bring Quetzaldraco, the best Unique counter. Use Harpoon Fleche to win with about 100% HP left. Overall best: Baryotor (Apex). Dsungascorpios: Baryotor, Indolycan and Magnaraptor beat it at level 26, and it beats 272 of 494 creatures.

How to beat Dsungascorpios with Quetzaldraco, move by move

  • If Dsungascorpios opens with Devouring Stinger: Harpoon Fleche. Wins with 100% HP left.
  • If Dsungascorpios opens with Shielded Lockdown: Harpoon Fleche. Wins with 100% HP left.
  • If Dsungascorpios opens with Dispersed Ferocious Impact: Harpoon Fleche. Wins with 100% HP left.
  • If Dsungascorpios opens with Enfeebling Rampage: Harpoon Fleche. Wins with 100% HP left.

Each fight is played out move by move. Dsungascorpios 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.

3,875 / 3,875 HP
VSReady
Dsungascorpios, a Unique creature in Jurassic World Alive
Dsungascorpios
3,300 / 3,300 HP

If Dsungascorpios opens with…

  1. Turn 13,875 vs 0 HP
    • Quetzaldraco uses Harpoon Fleche3,516 damageDazes
    • Dsungascorpios picks Devouring Stinger, but Quetzaldraco acts first and knocks it out with Harpoon Fleche, so Devouring Stinger never happens.

Quetzaldraco wins with 3,875 HP left (100%).

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

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All 150 creatures that can beat Dsungascorpios

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 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 Dsungascorpios 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.