Build options
Compare ElasmotheriumCreate a custom version

Your build

Health
4,500
Damage
1,250
Speed
108
Armor
30%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
0%
Rend
0%
Speed reduction
Immune
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.

Shielded Taunting Strike move icon from Jurassic World Alive

Target Self. Shield 50% for 1 turn, 4 attacks.

Target lowest HP opponent. Attack .

Target Self. Taunt 1 turn.

Resilient Impact move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target fastest opponent. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 2 attacks.

Cooldown: 1.

Taunting Rampage move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Target Self. Taunt 1 turn.

Delay: 1. 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 (108 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
Health4,5006,750
Damage1,2501,875
Speed108148
Armor30%30%
Crit chance5%5%
Crit damage1.25×1.25×

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 reachedDNACoinsBase healthBase damage
71002001,780494
81504001,869519
92006001,963545
102508002,061572
113001,0002,164601
123502,0002,272631
134004,0002,386662
145006,0002,505696
157508,0002,631730
161,00010,0002,762767
171,25015,0002,900805
181,50020,0003,045846
192,00030,0003,198888
202,50040,0003,357932
213,00050,0003,525979
223,50060,0003,7021,028
234,00070,0003,8871,079
245,00080,0004,0811,133
257,50090,0004,2851,190
2610,000100,0004,5001,250
2712,500120,0004,7251,312
2815,000150,0004,9611,378
2920,000200,0005,2091,447
3025,000250,0005,4691,519
3130,000250,0005,7151,587
3230,000250,0005,9401,650
3330,000250,0006,1651,712
3430,000250,0006,4121,781
3530,000250,0006,7501,875
26 left
HP 4,500DMG 1,250SPD 108
Simulated battles · Level 26 vs 26 · No boosts

How to beat Elasmotherium: counters that win

Battle level
279 of 494 beat it168 it beats

To beat Elasmotherium, bring Ankylocodon, the best Rare counter. Use Group Bulwark, then Group Fierce Strike, then Vitalizing Impact, then Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Elasmotherium: Aliorasuchus, Quetzalvexus and Alacranix beat it at level 26, and it beats 168 of 494 creatures.

How to beat Elasmotherium with Ankylocodon, move by move

  • If Elasmotherium opens with Shielded Taunting Strike: Group Bulwark, then Group Fierce Strike, then Vitalizing Impact, then Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact. Wins with 100% HP left.
  • If Elasmotherium opens with Resilient Impact: Group Bulwark, then Group Fierce Strike, then Vitalizing Impact, then Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact. Wins with 100% HP left.

Each fight is played out move by move. Elasmotherium 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.

4,500 / 4,500 HP
VSReady
Elasmotherium, a Rare creature in Jurassic World Alive
Elasmotherium
4,500 / 4,500 HP

If Elasmotherium opens with…

  1. Turn 14,342 vs 4,500 HP
  2. Turn 24,184 vs 3,345 HP
  3. Turn 34,342 vs 2,133 HP
  4. Turn 44,184 vs 2,133 HP
  5. Turn 54,026 vs 978 HP
  6. Turn 63,868 vs 170 HP
  7. Turn 74,500 vs 0 HP

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

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 Elasmotherium is, it can turn the result, so check both builds first.

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All 279 creatures that can beat Elasmotherium

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 17 of 17 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 Elasmotherium 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.