Estemmenosuchus, a Unique Cunning and Resilient creature in Jurassic World Alive
UniqueCunning + ResilientNon-hybrid

Estemmenosuchus

Meet the Estemmenosuchus, a colossus endowed with unique characteristics! With its distinctive horns, it certainly impressed its peers during spectacular displays. Will you dare to confront this giant of the past?

Build options
Compare EstemmenosuchusCreate a custom version

Your build

Health
4,750
Damage
1,400
Speed
116
Armor
25%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
Immune
Rend
0%
Speed reduction
50%
Stun
75%
Swap prevention
0%
Taunt
0%
Vulnerability
Immune
Armor reduction
50%
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+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Estemmenosuchus reactive Unlocks at enhancement 5

At the start of the turn, if the opponent has swap prevention.

Self. increase Speed by 25% for 1 turn, 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.

Target lowest HP opponent. Prevent swap 2 turns. Reduce Healing 50% for 2 turns, 4 attacks.

Target fastest opponent. Reduce Speed 50% for 2 turns.

Target lowest HP opponent. Attack , bypassing Dodge.

Delay: 1. Cooldown: 2.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Priority.

Target lowest HP opponent. Reduce all resistance 50% for 1 turn, 2 attacks. Prevent swap 2 turns. Reduce Healing 50% for 2 turns, 4 attacks.

Target fastest opponent. Reduce Speed 50% for 2 turns.

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

Target all opponents. Attack , bypassing Dodge, Absorb.

Cooldown: 2.

Target Self. Shield 50% for 2 turns, 2 attacks.

Target lowest HP opponent. Reduce Damage 50% for 2 turns, 2 attacks. Attack .

Cooldown: 2.

Instant Ambush move icon from Jurassic World Alive

Priority.

Target Self. Increase Speed 30% for 2 turns. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.

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

Target Self. Increase Crit Chance 50% for 2 turns, 2 attacks.

Cooldown: 2.

Target attacker. Attack . Reduce Healing 50% for 2 turns, 2 attacks.

No Escape

On escape

Target escaping opponent. Prevent swap 1 turn.

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 (116 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
Health4,7507,125
Damage1,4002,100
Speed116156
Armor25%25%
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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,9071,151
2315070,0004,1031,209
2420080,0004,3081,269
2525090,0004,5231,333
26300100,0004,7501,400
27350120,0004,9871,469
28400150,0005,2361,543
29500200,0005,4981,620
30750250,0005,7731,701
311,000250,0006,0321,778
321,000250,0006,2701,848
331,000250,0006,5071,918
341,000250,0006,7681,994
351,000250,0007,1252,100
26 left
HP 4,750DMG 1,400SPD 116
Simulated battles · Level 26 vs 26 · No boosts

How to beat Estemmenosuchus: counters that win

Battle level
76 of 494 beat it370 it beats

To beat Estemmenosuchus, bring Aliorasuchus, the best Unique counter. Use Swallowed Whole to win with about 100% HP left. Estemmenosuchus: Aliorasuchus, Quetzalvexus and Shantrospinos beat it at level 26, and it beats 370 of 494 creatures.

How to beat Estemmenosuchus with Aliorasuchus, move by move

  • If Estemmenosuchus opens with Cunning Resilient Strike: Swallowed Whole. Wins with 100% HP left.
  • If Estemmenosuchus opens with Brief Shielded Distracting Strike: Swallowed Whole. Wins with 100% HP left.
  • If Estemmenosuchus opens with Instant Ambush: Swallowed Whole. Wins with 100% HP left.

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

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

4,350 / 4,350 HP
VSReady
Estemmenosuchus, a Unique creature in Jurassic World Alive
Estemmenosuchus
4,750 / 4,750 HP

If Estemmenosuchus opens with…

  1. Turn 14,350 vs 0 HP
    • Swallowed Whole move icon from Jurassic World AliveAliorasuchus uses Swallowed Whole4,750 damage
    • Estemmenosuchus picks Cunning Resilient Strike, but Aliorasuchus acts first and knocks it out with Swallowed Whole, so Cunning Resilient Strike never happens.

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

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

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All 76 creatures that can beat Estemmenosuchus

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 28 Unique

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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 Estemmenosuchus 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.