Build options
Compare GiganspinoceratopsCreate a custom version

Your build

Health
4,750
Damage
1,350
Speed
114
Armor
15%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
50%
Rend
66%
Speed reduction
Immune
Stun
Immune
Swap prevention
0%
Taunt
0%
Vulnerability
Immune
Armor reduction
0%
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+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Giganspinoceratops reactive Unlocks at enhancement 5

At the start of the turn, if this creature has increased armor.

Self. increase Damage by 25% 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.

Protective Advance move icon from Jurassic World Alive

Priority.

Target fastest opponent. Attack .

Target Self. Shield 50% for 1 turn, 2 attacks. Increase Armor 15% for 1 turn, 2 attacks.

Target Self. Taunt 1 turn. Shield 50% for 2 turns, 4 attacks. Increase Armor 25% for 2 turns, 4 attacks. Cleanse Damage reduction. Heal 1,350.

Target highest damage opponent. Attack .

Cooldown: 1.

Nullifying Rampage move icon from Jurassic World Alive

Target most positive effects opponent. Remove all positive effects.

Target lowest HP opponent. Attack .

Delay: 1. Cooldown: 2.

Ferocious Impact move icon from Jurassic World Alive

Target Self. Increase Damage 50% for 3 turns, 6 attacks.

Target highest HP opponent. Attack .

Cooldown: 3.

Medium Resilient Counter-Attack move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target attacker. Remove Cloak.

Target fastest opponent. Remove Dodge.

Target attacker. Attack .

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

Swap in Laceration move icon from Jurassic World Alive

Target highest damage opponent. Destroy shields.

Target highest HP opponent. Rend 40% max HP, bypassing Armor.

Target Self. Lockdown 2 turns.

Stunning Obstruction move icon from Jurassic World Alive

Target escaping opponent. Prevent swap 2 turns.

Target fastest opponent. Stun 100% chance for 1 turn.

Target escaping opponent. Attack .

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 (114 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
Health4,7507,125
Damage1,3502,025
Speed114154
Armor15%15%
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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,9071,110
2315070,0004,1031,166
2420080,0004,3081,224
2525090,0004,5231,285
26300100,0004,7501,350
27350120,0004,9871,417
28400150,0005,2361,488
29500200,0005,4981,562
30750250,0005,7731,640
311,000250,0006,0321,714
321,000250,0006,2701,782
331,000250,0006,5071,849
341,000250,0006,7681,923
351,000250,0007,1252,025
26 left
HP 4,750DMG 1,350SPD 114
Simulated battles · Level 26 vs 26 · No boosts

How to beat Giganspinoceratops: counters that win

Battle level
53 of 494 beat it390 it beats

To beat Giganspinoceratops, bring Paralitrosaurus, the best Unique counter. Use Bellowing Shielded Advantage, then Payback Wounding Rampage to win with about 69% HP left. Overall best: Shantrospinos (Apex). Giganspinoceratops: Shantrospinos, Paralidactylus and Indonemys beat it at level 26, and it beats 390 of 494 creatures.

How to beat Giganspinoceratops with Paralitrosaurus, move by move

  • If Giganspinoceratops opens with Protective Advance: Bellowing Shielded Advantage, then Payback Wounding Rampage, then Group Fortifying Impact. Wins with 82% HP left.
  • If Giganspinoceratops opens with Bracing Taunt and Impact: Bellowing Shielded Advantage, then Group Fortifying Impact, then Payback Wounding Rampage, then Bellowing Shielded Advantage. Wins with 71% HP left.
  • If Giganspinoceratops opens with Ferocious Impact: Bellowing Shielded Advantage, then Payback Wounding Rampage. Wins with 69% HP left.

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

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

4,950 / 4,950 HP
VSReady
Giganspinoceratops, a Unique creature in Jurassic World Alive
Giganspinoceratops
4,750 / 4,750 HP

If Giganspinoceratops opens with…

  1. Turn 14,130 vs 4,750 HP
  2. Turn 24,745 vs 1,585 HP
  3. Turn 34,039 vs 0 HP

Paralitrosaurus wins with 4,039 HP left (82%).

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

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All 53 creatures that can beat Giganspinoceratops

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 22 of 22 Unique

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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 Giganspinoceratops 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.