Haast Maximus, an Apex Cunning creature in Jurassic World Alive
ApexCunningNon-hybrid

Haast Maximus

Specialists have taken to calling this InGen engineered Haast Eagle "pouakai" when they see it soaring through the skies. The name comes from a Maori legend of a monstrous bird that sometimes carried off human prey before disappearing into the clouds!

Build options
Compare Haast MaximusCreate a custom version

Your build

Health
4,950
Damage
1,550
Speed
128
Armor
0%
Crit chance
25%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Haast Maximus reactive Unlocks at enhancement 5

After each action phase, if this creature has dodge.

Self. increase Damage by 20% for 2 turns, 2 attacks.

Highest damage opponent. reduce Damage by 20% for 2 turns.

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.

Predatory Peck move icon from Jurassic World Alive

Target Self. Increase Speed 10% for 2 turns.

Target lowest HP opponent. Attack .

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

Fearless Flap move icon from Jurassic World Alive

Target Self. Cleanse. Dodge 100% chance, 67% of damage, for 2 turns, 4 attacks. Increase Speed 10% for 2 turns.

Target all opponents. Remove Dodge. Remove Damage increase. Remove Speed increase. Reduce Damage 50% for 2 turns, 2 attacks. Attack , bypassing Absorb.

Cooldown: 2.

Piercing Screech move icon from Jurassic World Alive

Priority.

Target all allies. Cleanse.

Target Self. Increase Speed 10% for 1 turn.

Target all allies. Increase Crit Chance 20% for 2 turns, 4 attacks.

Target all opponents. Reduce Damage 50% for 2 turns, 4 attacks. Reduce Armor 20% for 2 turns, 4 attacks.

Cooldown: 3.

Ravenous Rampage move icon from Jurassic World Alive

Priority.

Target highest damage opponent. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target highest HP opponent. Attack .

Delay: 1. Cooldown: 2.

Obstruction to Flight move icon from Jurassic World Alive

Target escaping opponent. Prevent swap 1 turn.

Target Self. Cleanse. Increase Speed 10% for 1 turn. Increase Crit Chance 25% for 2 turns, 1 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 (128 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
Health4,9507,425
Damage1,5502,325
Speed128168
Armor0%0%
Crit chance25%25%
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
27100120,0005,1971,627
28150150,0005,4571,708
29200200,0005,7301,794
30250250,0006,0161,884
31400250,0006,2861,968
32400250,0006,5342,046
33400250,0006,7812,123
34400250,0007,0532,208
35400250,0007,4252,325
26 left
HP 4,950DMG 1,550SPD 128
Simulated battles · Level 26 vs 26 · No boosts

How to beat Haast Maximus: counters that win

Battle level
99 of 494 beat it352 it beats

To beat Haast Maximus, bring Plateorex, the best Apex counter. Use Precise Devouring Rampage, then Instant Resilient Strike to win with about 100% HP left. Haast Maximus: Plateorex, Proto Lux and Paralidactylus beat it at level 26, and it beats 352 of 494 creatures.

How to beat Haast Maximus with Plateorex, move by move

  • If Haast Maximus opens with Predatory Peck: Precise Devouring Rampage, then Instant Resilient Strike. Wins with 100% HP left.
  • If Haast Maximus opens with Fearless Flap: Precise Devouring Rampage, then Instant Resilient Strike. Wins with 100% HP left.
  • If Haast Maximus opens with Piercing Screech: Precise Devouring Rampage, then Instant Resilient Strike. Wins with 100% HP left.

Each fight is played out move by move. Haast Maximus 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
Haast Maximus, an Apex creature in Jurassic World Alive
Haast Maximus
4,950 / 4,950 HP

If Haast Maximus opens with…

  1. Turn 14,783 vs 1,275 HP
  2. Turn 25,100 vs 0 HP

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

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

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All 99 creatures that can beat Haast Maximus

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 35 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 Haast Maximus 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.