Build options
Compare FukuitopsCreate a custom version

Your build

Health
4,800
Damage
1,650
Speed
131
Armor
15%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
Immune
Damage reduction
Immune
Rend
0%
Speed reduction
75%
Stun
Immune
Swap prevention
0%
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
50%
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

Fukuitops reactive Unlocks at enhancement 5

At the start of the turn, if the opponent has damage over time.

Self. increase Crit Chance by 50% for 1 turn.

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.

Shielded Heavy Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability. Cleanse Damage reduction.

Target lowest HP opponent. Attack , bypassing Armor, Dodge.

Target fastest opponent. Remove Speed increase.

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

Priority.

Target Self. Cleanse Damage reduction.

Target all allies. Heal 1,650. Cleanse. Dodge 100% chance, 67% of damage, for 2 turns, 4 attacks. Increase Speed 30% for 2 turns, 4 attacks.

Cooldown: 2.

Target Self. Cleanse. Dodge 100% chance, 67% of damage, for 2 turns, 2 attacks. Cheat death 2 turns.

Target highest HP opponent. Cleanse. Swap out.

Delay: 1. Cooldown: 3.

Target Self. Cleanse Vulnerability.

Target all opponents. Attack , bypassing Armor, Absorb. Devour heal 60% over 3 turns. Reduce Damage 50% for 2 turns, 4 attacks.

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

Target highest HP opponent. Damage over time 20% per turn for 3 turns.

Cooldown: 2.

Excited Counter

Counter-attack

Target Self. Increase Damage 25% for 2 turns. Increase Speed 25% for 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 (131 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
Health4,8007,200
Damage1,6502,475
Speed131171
Armor15%15%
Crit chance15%15%
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
27100120,0005,0401,732
28150150,0005,2921,819
29200200,0005,5561,910
30250250,0005,8342,005
31400250,0006,0962,095
32400250,0006,3362,178
33400250,0006,5762,260
34400250,0006,8402,351
35400250,0007,2002,475
26 left
HP 4,800DMG 1,650SPD 131
Simulated battles · Level 26 vs 26 · No boosts

How to beat Fukuitops: counters that win

Battle level
27 of 494 beat it426 it beats

To beat Fukuitops, bring Shantrospinos, the best Apex counter. Use Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage to win with about 87% HP left. Fukuitops: Shantrospinos, Becklejara and Proto Lux beat it at level 26, and it beats 426 of 494 creatures.

How to beat Fukuitops with Shantrospinos, move by move

  • If Fukuitops opens with Shielded Heavy Strike: Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage. Wins with 87% HP left.
  • If Fukuitops opens with Healing Formation: Defense Shattering Wound, then Evasive Wounding Charge, then Defensive Rampage. Wins with 90% HP left.
  • If Fukuitops opens with Group Ripping Impact: Defense Shattering Wound, then Defensive Rampage. Wins with 90% HP left.

Each fight is played out move by move. Fukuitops 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.

4,800 / 4,800 HP
VSReady
Fukuitops, an Apex creature in Jurassic World Alive
Fukuitops
4,800 / 4,800 HP

If Fukuitops opens with…

  1. Turn 13,089 vs 3,140 HP
  2. Turn 2Most likely roll3,089 vs 2,180 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Fukuitops is stunned and loses the turn
    • Fukuitops takes 960 damage over time
  3. Turn 34,800 vs 0 HP

Shantrospinos wins with 4,800 HP left (100%).

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

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All 27 creatures that can beat Fukuitops

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 18 of 18 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 Fukuitops 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.