Build options
Compare GeminideusCreate a custom version

Your build

Health
6,500
Damage
1,450
Speed
110
Armor
30%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
75%
Bleed (DoT)
33%
Damage reduction
50%
Rend
25%
Speed reduction
0%
Stun
Immune
Swap prevention
0%
Taunt
Immune
Vulnerability
75%
Armor reduction
75%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Geminideus reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 50% or less.

Self. heal 10% of max HP.

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.

Slowing Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target fastest opponent. Remove Dodge.

Target attacker. Remove Cloak.

Target fastest opponent. Remove Speed increase. Attack .

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

Target fastest opponent. Reduce Speed 50% for 2 turns, 4 attacks.

Group Disarming Rampage move icon from Jurassic World Alive

Priority.

Target all opponents. Attack , bypassing Absorb. Reduce Armor 15% for 1 turn, 2 attacks. Reduce Damage 33% for 2 turns, 4 attacks. Reduce Speed 33% for 2 turns, 4 attacks.

Target highest HP opponent. Reduce Healing 33% for 2 turns.

Cooldown: 2.

Harden move icon from Jurassic World Alive

Target highest HP opponent. Attack .

Target all allies. Increase Armor 50% for 2 turns, 4 attacks.

Target Self. Cleanse.

Cooldown: 2.

Shielding Alert Rampage move icon from Jurassic World Alive

Above 50% HP

Target all opponents. Remove Cloak. Remove Dodge. Destroy shields.

Target Self. Shield 50% for 1 turn, 4 attacks.

Target all opponents. Attack , bypassing Armor, Absorb.

Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target all opponents. Remove Cloak. Remove Dodge. Destroy shields.

Target all allies. Shield 100% for 1 turn, 8 attacks.

Target all opponents. Attack , bypassing Armor, Absorb.

Cooldown: 2.

Precise Group Counter move icon from Jurassic World Alive

Precise Group Counter

Counter-attack

Target all opponents. Attack , bypassing Dodge, Absorb.

Target Self. Increase Armor 10% for 2 turns, 4 attacks.

Target Self. Shield 75% for 2 turns, 2 attacks. Increase Armor 20% for 2 turns, 2 attacks.

Target highest HP opponent. Reduce Armor 20% for 2 turns, 2 attacks. Destroy shields.

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 (110 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
Health6,5009,750
Damage1,4502,175
Speed110150
Armor30%30%
Crit chance5%5%
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
27100120,0006,8241,522
28150150,0007,1661,598
29200200,0007,5241,678
30250250,0007,9001,762
31400250,0008,2551,841
32400250,0008,5801,914
33400250,0008,9051,986
34400250,0009,2622,066
35400250,0009,7502,175
26 left
HP 6,500DMG 1,450SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Geminideus: counters that win

Battle level
14 of 494 beat it466 it beats

To beat Geminideus, bring Paralidactylus, the best Apex counter. Use Bellowing Citadel, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Bellowing Citadel, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Payback Wounding Rampage to win with about 76% HP left. Geminideus: Paralidactylus, Coelocephalus and Distortus Rex beat it at level 26 (Atromolistis wins on good rolls), and it beats 466 of 494 creatures.

How to beat Geminideus with Paralidactylus, move by move

  • If Geminideus opens with Slowing Resilient Strike: Bellowing Citadel, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Bellowing Citadel, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Payback Wounding Rampage. Wins with 76% HP left.
  • If Geminideus opens with Group Disarming Rampage: Bellowing Citadel, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Payback Wounding Rampage. Wins with 76% HP left.
  • If Geminideus opens with Harden: Bellowing Citadel, then Payback Wounding Rampage, then Dispersed Cunning Strike, then Payback Wounding Rampage. Wins with 93% HP left.
  • If Geminideus opens with Shielding Alert Rampage: Bellowing Citadel, then Payback Wounding Rampage. Wins with 86% HP left.

Each fight is played out move by move. Geminideus 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.

5,100 / 5,100 HP
VSReady
Geminideus, an Apex creature in Jurassic World Alive
Geminideus
6,500 / 6,500 HP

If Geminideus opens with…

  1. Turn 15,027 vs 6,500 HP
  2. Turn 24,946 vs 5,154 HP
  3. Turn 35,100 vs 3,503 HP
  4. Turn 45,100 vs 3,503 HP
  5. Turn 55,028 vs 2,866 HP
  6. Turn 64,954 vs 1,378 HP
  7. Turn 73,856 vs 0 HP

Paralidactylus wins with 3,856 HP left (76%).

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

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All 14 creatures that can beat Geminideus

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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 Geminideus 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.