Build options
Compare EremocanisCreate a custom version

Your build

Health
5,300
Damage
1,550
Speed
126
Armor
20%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
75%
Rend
75%
Speed reduction
50%
Stun
75%
Swap prevention
75%
Taunt
0%
Vulnerability
75%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Eremocanis reactive Unlocks at enhancement 5

At the start of the turn, if the opponent has vulnerability.

Self. increase Damage by 25% for 2 turns, 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.

Target Self. Cleanse Damage over time. Cleanse Damage reduction.

Target fastest opponent. Remove all positive effects.

Target lowest HP opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target highest damage opponent. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Target fastest opponent. Vulnerable 50% for 2 turns, 1 attack.

Acts last.

Target Self. Cleanse Damage reduction. Cleanse Damage over time. Cleanse Speed reduction.

Target all opponents. Remove all positive effects. Attack , bypassing Absorb. Reduce Speed 25% for 2 turns, 4 attacks. Vulnerable 50% for 2 turns, 1 attack.

Cooldown: 2.

Priority.

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks. Reduce Speed 50% for 2 turns, 4 attacks.

Target Self. Cheat death 1 turn, 4 attacks.

Cooldown: 2.

Priority.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks. Heal 1,550.

Target slowest opponent. Reduce Speed 50% for 2 turns, 4 attacks. Attack , bypassing Dodge.

Delay: 1. Cooldown: 1.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target slowest opponent. Reduce Damage 50% for 2 turns, 4 attacks. Stun 75% chance for 1 turn.

Target fastest opponent. Destroy shields.

Target slowest opponent. Attack .

Target Self. Lockdown 2 turns.

Priority.

Target escaping opponent. Prevent swap 1 turn. Destroy shields. Attack .

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.

StatCurrentIndividual ceilingTry a focused build
Health5,3007,950
Damage1,5502,325
Speed126166
Armor20%20%
Crit chance10%10%
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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0005,5641,627
28150150,0005,8431,708
29200200,0006,1351,794
30250250,0006,4421,884
31400250,0006,7311,968
32400250,0006,9962,046
33400250,0007,2612,123
34400250,0007,5522,208
35400250,0007,9502,325
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.

5,100 / 5,100 HP
VSReady
Eremocanis, an Apex creature in Jurassic World Alive
Eremocanis
5,300 / 5,300 HP

If Eremocanis opens with…

  1. Turn 14,147 vs 4,180 HP
  2. Turn 2Most likely roll4,522 vs 2,188 HP
  3. Turn 34,476 vs 0 HP

Paralidactylus wins with 4,476 HP left (88%).

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.

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All 21 creatures that can beat Eremocanis

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 14 of 14 Apex

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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 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.