Build options
Compare EremotheriumCreate a custom version

Your build

Health
3,150
Damage
1,050
Speed
102
Armor
0%
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.

Camouflage move icon from Jurassic World Alive

Priority.

Target Self. Increase Speed 30% for 2 turns. Dodge 75% chance, 67% of damage, for 2 turns, 2 attacks.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Cunning Rampage 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 .

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 (102 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
Health3,1504,725
Damage1,0501,575
Speed102142
Armor0%0%
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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
21005976325
3150101,025341
4200251,076358
5250501,130376
63001001,187395
73502001,246415
84004001,308436
95006001,374458
107508001,443481
111,0001,0001,515505
121,2502,0001,591530
131,5004,0001,670556
142,0006,0001,753584
152,5008,0001,841613
163,00010,0001,933644
173,50015,0002,030676
184,00020,0002,131710
195,00030,0002,238746
207,50040,0002,350783
2110,00050,0002,468822
2212,50060,0002,591863
2315,00070,0002,720906
2420,00080,0002,857952
2525,00090,0003,0001,000
2630,000100,0003,1501,050
2735,000120,0003,3071,102
2840,000150,0003,4721,157
2950,000200,0003,6461,215
3075,000250,0003,8281,276
31100,000250,0004,0001,333
32100,000250,0004,1581,386
33100,000250,0004,3151,438
34100,000250,0004,4881,496
35100,000250,0004,7251,575
26 left
HP 3,150DMG 1,050SPD 102
Simulated battles · Level 26 vs 26 · No boosts

How to beat Eremotherium: counters that win

Battle level
399 of 494 beat it50 it beats

To beat Eremotherium, bring Plateosaurus, the best Common counter. Use Resilient Double Strike, then Resilient Double Strike to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Eremotherium: Aliorasuchus, Aquilosaurus and Aquilotae beat it at level 26, and it beats 50 of 494 creatures.

Each fight is played out move by move. Eremotherium sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Common counters. Every counter is in the full list below.

4,200 / 4,200 HP
VSReady
Eremotherium, a Common creature in Jurassic World Alive
Eremotherium
3,150 / 3,150 HP
  1. Turn 14,200 vs 622 HP
  2. Turn 24,200 vs 0 HP

Plateosaurus wins with 4,200 HP left (100%).

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

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All 399 creatures that can beat Eremotherium

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 20 of 20 Common

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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 Eremotherium 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.