Build options
Compare GlyptosavisCreate a custom version

Your build

Health
4,800
Damage
1,500
Speed
115
Armor
35%
Crit chance
10%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
25%
Damage reduction
67%
Rend
50%
Speed reduction
Immune
Stun
75%
Swap prevention
Immune
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Glyptosavis reactive Unlocks at enhancement 5

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

Self. increase Damage by 50% for 2 turns, 4 attacks.

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.

Group Determined Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction. Cleanse Damage over time.

Target all opponents. Remove Speed increase.

Target highest damage opponent. Remove Crit increase. Remove Damage increase.

Target lowest HP opponent. Attack , bypassing Dodge.

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

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Priority.

Target Self. Increase Damage 25% for 2 turns, 4 attacks.

Target highest damage opponent. Remove Cloak. Remove Dodge. Stun 75% chance for 1 turn. Attack . Vulnerable 50% for 2 turns, 1 attack.

Delay: 1. Cooldown: 2.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Priority.

Target Self. Increase Damage 50% for 2 turns, 4 attacks.

Target highest damage opponent. Stun 75% chance for 1 turn.

Target most positive effects opponent. Remove all positive effects.

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

Cooldown: 2.

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

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

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

Cooldown: 1.

Alert Vestigial Devour Rampage move icon from Jurassic World Alive

Above 50% HP

Target highest damage opponent. Destroy shields. Attack , always critical, bypassing Dodge.

Delay: 1. Cooldown: 2.

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

Priority.

Target highest damage opponent. Destroy shields. Attack , bypassing Dodge. Devour heal 60% over 3 turns. Reduce all resistance 50% for 2 turns, 4 attacks. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

Target highest damage opponent. Reduce all resistance 25% for 1 turn, 2 attacks. Stun 100% chance for 1 turn. Reduce Damage 50% for 2 turns, 4 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 (115 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
Damage1,5002,250
Speed115155
Armor35%35%
Crit chance10%10%
Crit damage1.5×1.5×

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
27100120,0005,0401,574
28150150,0005,2921,653
29200200,0005,5561,736
30250250,0005,8341,823
31400250,0006,0961,905
32400250,0006,3361,980
33400250,0006,5762,055
34400250,0006,8402,137
35400250,0007,2002,250
26 left
HP 4,800DMG 1,500SPD 115
Simulated battles · Level 26 vs 26 · No boosts

How to beat Glyptosavis: counters that win

Battle level
52 of 494 beat it417 it beats

To beat Glyptosavis, bring Paralidactylus, the best Apex counter. Use Bellowing Citadel, then Payback Wounding Rampage, then Dispersed Cunning Strike to win with about 100% HP left. Glyptosavis: Paralidactylus, Spinotops and Coelocephalus beat it at level 26, and it beats 417 of 494 creatures.

How to beat Glyptosavis with Paralidactylus, move by move

  • If Glyptosavis opens with Group Determined Strike: Bellowing Citadel, then Payback Wounding Rampage, then Dispersed Cunning Strike. Wins with 100% HP left.
  • If Glyptosavis opens with Shielded Group Resilient Impact: Bellowing Citadel, then Payback Wounding Rampage. Wins with 100% HP left.

Each fight is played out move by move. Glyptosavis 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
Glyptosavis, an Apex creature in Jurassic World Alive
Glyptosavis
4,800 / 4,800 HP

If Glyptosavis opens with…

  1. Turn 15,022 vs 4,800 HP
  2. Turn 25,100 vs 560 HP
  3. Turn 35,100 vs 0 HP

Paralidactylus wins with 5,100 HP left (100%).

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 Glyptosavis is, it can turn the result, so check both builds first.

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All 52 creatures that can beat Glyptosavis

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 27 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 Glyptosavis 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.