Little is known about the elusive Eremocanis. These omnivorous wolf, bear and giant ground sloth hybrids live in small packs at the edge of forest and plain landscapes.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
Target Self.Increase Damage 20% for 2 turns, 4 attacks.
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 (126 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.
Stat
Current
Individual ceiling
Try a focused build
Health
5,300
7,950
Damage
1,550
2,325
Speed
126
166
Armor
20%
20%
Crit chance
10%
10%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
27
100
120,000
5,564
1,627
28
150
150,000
5,843
1,708
29
200
200,000
6,135
1,794
30
250
250,000
6,442
1,884
31
400
250,000
6,731
1,968
32
400
250,000
6,996
2,046
33
400
250,000
7,261
2,123
34
400
250,000
7,552
2,208
35
400
250,000
7,950
2,325
26 left
HP 5,300DMG 1,550SPD 126
Simulated battles · Level 26 vs 26 · No boosts
How to beat Eremocanis: counters that win
Battle level
21 of 494 beat it446 it beats
To beat Eremocanis, bring Paralidactylus, the best Apex counter. Use Dispersed Cunning Strike, then Payback Wounding Rampage, then Fortifying Thagomizer Sweep to win with about 90% HP left. Eremocanis: Paralidactylus, Shantrospinos and Coelocephalus beat it at level 26, and it beats 446 of 494 creatures.
How to beat Eremocanis with Paralidactylus, move by move
If Eremocanis opens with Cunning Resilient Strike: Dispersed Cunning Strike, then Payback Wounding Rampage, then Fortifying Thagomizer Sweep. Wins with 90% HP left.
If Eremocanis opens with Slothful Vulnerable Impact: Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Payback Wounding Rampage. Wins with 98% HP left.
If Eremocanis opens with Cheater's Mockery: Dispersed Cunning Strike, then Payback Wounding Rampage, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep. Wins with 92% HP left.
Each fight is played out move by move. Eremocanis 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.
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Paralidactylus is higher level or boosted, this win only gets safer; if Eremocanis 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 Eremocanis 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.