Build options
Compare EchoCreate a custom version

Your build

Health
2,100
Damage
1,350
Speed
129
Armor
0%
Crit chance
15%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
0%
Damage reduction
50%
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 .

Precise Bound and Bite move icon from Jurassic World Alive

Target lowest HP opponent. Attack , 2 hits, bypassing Dodge. Reduce Damage 50% for 1 turn, 2 attacks.

Cooldown: 2.

Target lowest HP opponent. Attack .

Target all allies. Cleanse Damage reduction. Increase Crit Chance 50% for 2 turns, 4 attacks.

Cooldown: 2.

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 (129 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
Health2,1003,150
Damage1,3502,025
Speed129169
Armor0%0%
Crit chance15%15%
Crit damage1.5×1.5×

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 reachedDNACoinsBase healthBase damage
7100200830534
8150400872560
9200600916589
10250800962618
113001,0001,010649
123502,0001,060681
134004,0001,113715
145006,0001,169751
157508,0001,227789
161,00010,0001,289828
171,25015,0001,353870
181,50020,0001,421913
192,00030,0001,492959
202,50040,0001,5671,007
213,00050,0001,6451,057
223,50060,0001,7271,110
234,00070,0001,8131,166
245,00080,0001,9041,224
257,50090,0002,0001,285
2610,000100,0002,1001,350
2712,500120,0002,2051,417
2815,000150,0002,3151,488
2920,000200,0002,4301,562
3025,000250,0002,5521,640
3130,000250,0002,6671,714
3230,000250,0002,7721,782
3330,000250,0002,8771,849
3430,000250,0002,9921,923
3530,000250,0003,1502,025
26 left
HP 2,100DMG 1,350SPD 129
Simulated battles · Level 26 vs 26 · No boosts

How to beat Echo: counters that win

Battle level
391 of 494 beat it98 it beats

To beat Echo, bring Albertosaurus, the best Rare counter. Use Killer Instinct to win with about 100% HP left. Overall best: Aerotitan (Epic). Echo: Aerotitan, Albertosaurus and Albertospinos beat it at level 26, and it beats 98 of 494 creatures.

How to beat Echo with Albertosaurus, move by move

  • If Echo opens with Cunning Strike: Killer Instinct. Wins with 100% HP left.
  • If Echo opens with Precise Bound and Bite: Killer Instinct. Wins with 100% HP left.
  • If Echo opens with Cleansing Critical Impact: Killer Instinct. Wins with 100% HP left.

Each fight is played out move by move. Echo 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.

4,350 / 4,350 HP
VSReady
Echo, a Rare creature in Jurassic World Alive
Echo
2,100 / 2,100 HP

If Echo opens with…

  1. Turn 14,350 vs 0 HP
    • Killer Instinct move icon from Jurassic World AliveAlbertosaurus uses Killer InstinctPriority2,821 damage
    • Echo picks Cunning Strike, but Albertosaurus acts first with priority and knocks it out with Killer Instinct, so Cunning Strike never happens.

Albertosaurus wins with 4,350 HP left (100%).

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

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All 391 creatures that can beat Echo

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 49 Rare

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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 Echo 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.