Target Self.
Cleanse Damage reduction.
Target fastest opponent.
Reduce Speed 50% for 2 turns.
Target lowest HP opponent.
Attack , bypassing Dodge.
Target fastest opponent.
Vulnerable 50% for 2 turns, 1 attack.

Euoplocephalus means 'well-armed head.' The name comes from the thick armor around the face of this ankylosaurid.
Permanent protection · 100% = immune
Damage follows your build, before battle effects.
Target Self.
Cleanse Damage reduction.
Target fastest opponent.
Reduce Speed 50% for 2 turns.
Target lowest HP opponent.
Attack , bypassing Dodge.
Target fastest opponent.
Vulnerable 50% for 2 turns, 1 attack.
Target lowest HP opponent.
Attack , bypassing Dodge.
Cooldown: 1.
Target Self.
Increase Armor 15% for 2 turns, 2 attacks.
Target lowest HP opponent.
Reduce Armor 15% for 2 turns, 2 attacks.
Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.
Keeping 0 speed tiers (112 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.
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.
At level 26. 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 | 4,000 | 6,000 | |
| Damage | 1,200 | 1,800 | |
| Speed | 112 | 152 | |
| Armor | 40% | 40% | |
| Crit chance | 5% | 5% | |
| Crit damage | 1.25× | 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.
Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.
| Level reached | DNA | Coins | Base health | Base damage |
|---|---|---|---|---|
| 2 | 100 | 5 | 1,240 | 372 |
| 3 | 150 | 10 | 1,302 | 390 |
| 4 | 200 | 25 | 1,367 | 410 |
| 5 | 250 | 50 | 1,435 | 430 |
| 6 | 300 | 100 | 1,507 | 452 |
| 7 | 350 | 200 | 1,582 | 474 |
| 8 | 400 | 400 | 1,662 | 498 |
| 9 | 500 | 600 | 1,745 | 523 |
| 10 | 750 | 800 | 1,832 | 549 |
| 11 | 1,000 | 1,000 | 1,923 | 577 |
| 12 | 1,250 | 2,000 | 2,020 | 606 |
| 13 | 1,500 | 4,000 | 2,121 | 636 |
| 14 | 2,000 | 6,000 | 2,227 | 668 |
| 15 | 2,500 | 8,000 | 2,338 | 701 |
| 16 | 3,000 | 10,000 | 2,455 | 736 |
| 17 | 3,500 | 15,000 | 2,578 | 773 |
| 18 | 4,000 | 20,000 | 2,707 | 812 |
| 19 | 5,000 | 30,000 | 2,842 | 852 |
| 20 | 7,500 | 40,000 | 2,984 | 895 |
| 21 | 10,000 | 50,000 | 3,133 | 940 |
| 22 | 12,500 | 60,000 | 3,290 | 987 |
| 23 | 15,000 | 70,000 | 3,455 | 1,036 |
| 24 | 20,000 | 80,000 | 3,627 | 1,088 |
| 25 | 25,000 | 90,000 | 3,809 | 1,142 |
| 26 | 30,000 | 100,000 | 4,000 | 1,200 |
| 27 | 35,000 | 120,000 | 4,200 | 1,260 |
| 28 | 40,000 | 150,000 | 4,410 | 1,323 |
| 29 | 50,000 | 200,000 | 4,630 | 1,389 |
| 30 | 75,000 | 250,000 | 4,862 | 1,458 |
| 31 | 100,000 | 250,000 | 5,080 | 1,524 |
| 32 | 100,000 | 250,000 | 5,280 | 1,584 |
| 33 | 100,000 | 250,000 | 5,480 | 1,644 |
| 34 | 100,000 | 250,000 | 5,700 | 1,710 |
| 35 | 100,000 | 250,000 | 6,000 | 1,800 |
To beat Euoplocephalus, bring Shantungosaurus, the best Common counter. Use Defensive Impact, then Group Shattering Strike, then Defensive Impact, then Group Shattering Strike, then Defensive Impact to win with about 61% HP left. Overall best: Aliorasuchus (Unique). Euoplocephalus: Aliorasuchus, Draco Intrepidus and Quetzalvexus beat it at level 26, and it beats 212 of 494 creatures.
Each fight is played out move by move. Euoplocephalus 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.

Shantungosaurus wins with 2,600 HP left (61%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Shantungosaurus is higher level or boosted, this win only gets safer; if Euoplocephalus 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 Euoplocephalus 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.