Build options
Compare GallimimusCreate a custom version

Your build

Health
2,700
Damage
1,300
Speed
130
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Evasive Strike move icon from Jurassic World Alive

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

Target lowest HP opponent. Attack .

Impact and Run move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Target Self. Swap out.

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 (130 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
Health2,7004,050
Damage1,3001,950
Speed130170
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
21005837403
315010879423
420025922444
525050969466
63001001,017489
73502001,068514
84004001,121540
95006001,178567
107508001,236595
111,0001,0001,298625
121,2502,0001,363656
131,5004,0001,431689
142,0006,0001,503723
152,5008,0001,578760
163,00010,0001,657798
173,50015,0001,740837
184,00020,0001,827879
195,00030,0001,918923
207,50040,0002,014970
2110,00050,0002,1151,018
2212,50060,0002,2211,069
2315,00070,0002,3321,122
2420,00080,0002,4481,179
2525,00090,0002,5711,238
2630,000100,0002,7001,300
2735,000120,0002,8341,364
2840,000150,0002,9761,433
2950,000200,0003,1251,504
3075,000250,0003,2811,580
31100,000250,0003,4291,651
32100,000250,0003,5641,716
33100,000250,0003,6991,781
34100,000250,0003,8471,852
35100,000250,0004,0501,950
26 left
HP 2,700DMG 1,300SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Gallimimus: counters that win

Battle level
435 of 494 beat it54 it beats

To beat Gallimimus, bring Deinocheirus, the best Common counter. Use Revenge Rampage to win with about 100% HP left. Overall best: Aerotitan (Epic). Gallimimus: Aerotitan, Alankydactylus and Albertosaurus beat it at level 26, and it beats 54 of 494 creatures.

Each fight is played out move by move. Gallimimus 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.

2,700 / 2,700 HP
VSReady
Gallimimus, a Common creature in Jurassic World Alive
Gallimimus
2,700 / 2,700 HP
  1. Turn 12,700 vs 0 HP

Deinocheirus wins with 2,700 HP left (100%).

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

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All 435 creatures that can beat Gallimimus

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 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 Gallimimus 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.