Build options
Compare FukuimimusCreate a custom version

Your build

Health
4,800
Damage
1,250
Speed
121
Armor
0%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
0%
Damage reduction
Immune
Rend
0%
Speed reduction
50%
Stun
50%
Swap prevention
75%
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.

Group Cleansing Strike move icon from Jurassic World Alive

Target all allies. Cleanse.

Target all opponents. Attack , bypassing Absorb.

Target Self. Cleanse Damage reduction.

Target lowest current HP ally. Heal 2,500. Cleanse.

Target Self. Increase Speed 30% for 2 turns.

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction.

Target all allies. Heal 1,875. Cleanse.

Target Self. Dodge 100% chance, 67% of damage, for 1 turn, 2 attacks.

Cooldown: 2.

Group Cunning Rampage move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks.

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

Delay: 1. Cooldown: 1.

Persistent Counter move icon from Jurassic World Alive

Persistent Counter

Counter-attack

Target all allies. Increase Damage 10% for 2 turns, 2 attacks.

Swap in Distraction move icon from Jurassic World Alive

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

Target Self. Lockdown 2 turns.

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 (121 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
Health4,8007,200
Damage1,2501,875
Speed121161
Armor0%0%
Crit chance15%15%
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 264,000 DNA555,000 coins

Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0003,094805
1815020,0003,248846
1920030,0003,411888
2025040,0003,581932
2130050,0003,760979
2235060,0003,9481,028
2340070,0004,1461,079
2450080,0004,3531,133
2575090,0004,5711,190
261,000100,0004,8001,250
271,250120,0005,0401,312
281,500150,0005,2921,378
292,000200,0005,5561,447
302,500250,0005,8341,519
313,000250,0006,0961,587
323,000250,0006,3361,650
333,000250,0006,5761,712
343,000250,0006,8401,781
353,000250,0007,2001,875
26 left
HP 4,800DMG 1,250SPD 121
Simulated battles · Level 26 vs 26 · No boosts

How to beat Fukuimimus: counters that win

Battle level
159 of 494 beat it197 it beats

To beat Fukuimimus, bring Panthera Blytheae, the best Legendary counter. Use Evasive Hunt, then Precise Double Strike to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Fukuimimus: Aliorasuchus, Aquiraptor and Eremocanis beat it at level 26, and it beats 197 of 494 creatures.

How to beat Fukuimimus with Panthera Blytheae, move by move

  • If Fukuimimus opens with Group Cleansing Strike: Evasive Hunt, then Precise Double Strike. Wins with 100% HP left.
  • If Fukuimimus opens with Vitalize: Evasive Hunt, then Precise Double Strike. Wins with 100% HP left.
  • If Fukuimimus opens with Remedy: Evasive Hunt, then Cunning Rampage. Wins with 100% HP left.

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

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

3,900 / 3,900 HP
VSReady
Fukuimimus, a Legendary creature in Jurassic World Alive
Fukuimimus
4,800 / 4,800 HP

If Fukuimimus opens with…

  1. Turn 13,900 vs 4,800 HP
  2. Turn 23,900 vs 0 HP

Panthera Blytheae wins with 3,900 HP left (100%).

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

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All 159 creatures that can beat Fukuimimus

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 31 Legendary

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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 Fukuimimus 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.