Hadros Lux, an Apex Resilient creature in Jurassic World Alive
ApexResilientNon-hybrid

Hadros Lux

The cause of ghostly glow on Hadros lux is unknown. Specialists tracked the movements of this massive Hadrosaur, and found that it does not graze while in the presence of others. Perhaps its elusive eating habits hold the secret to its spectacular luminosity.

Build options
Compare Hadros LuxCreate a custom version

Your build

Health
5,100
Damage
1,450
Speed
108
Armor
10%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Hadros Lux reactive Unlocks at enhancement 5

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

Self. increase Armor by 15% for 2 turns; shield 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.

Resilient Rampage move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target fastest opponent. 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, 2 attacks.

Delay: 1. Cooldown: 1.

Priority.

Target Self. Cleanse Damage reduction.

Target lowest current HP ally. Heal 2,900. Cleanse.

Cooldown: 2.

Shielded Decelerating Impact move icon from Jurassic World Alive

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

Target lowest HP opponent. Attack , bypassing Dodge.

Target Self. Reduce Speed 50% for 2 turns, 2 attacks.

Cooldown: 1.

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.

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 (108 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
Health5,1007,650
Damage1,4502,175
Speed108148
Armor10%10%
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
27100120,0005,3551,522
28150150,0005,6221,598
29200200,0005,9031,678
30250250,0006,1991,762
31400250,0006,4771,841
32400250,0006,7321,914
33400250,0006,9871,986
34400250,0007,2672,066
35400250,0007,6502,175
26 left
HP 5,100DMG 1,450SPD 108
Simulated battles · Level 26 vs 26 · No boosts

How to beat Hadros Lux: counters that win

Battle level
87 of 494 beat it339 it beats

To beat Hadros Lux, bring Coelocephalus, the best Apex counter. Use Shielded Superior Vulnerability, then Invincible Cleansing Rally, then Ferocious Dispiriting Impact, then Instant Group Fierce Rampage to win with about 100% HP left. Hadros Lux: Coelocephalus, Skoonametrodon and Paralidactylus beat it at level 26, and it beats 339 of 494 creatures.

How to beat Hadros Lux with Coelocephalus, move by move

  • If Hadros Lux opens with Protective Advance: Shielded Superior Vulnerability, then Invincible Cleansing Rally, then Ferocious Dispiriting Impact, then Instant Group Fierce Rampage. Wins with 100% HP left.
  • If Hadros Lux opens with Greater Emergency Heal: Shielded Superior Vulnerability, then Instant Group Fierce Rampage. Wins with 100% HP left.
  • If Hadros Lux opens with Shielded Decelerating Impact: Shielded Superior Vulnerability, then Instant Group Fierce Rampage. Wins with 100% HP left.

Each fight is played out move by move. Hadros Lux 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.

4,900 / 4,900 HP
VSReady
Hadros Lux, an Apex creature in Jurassic World Alive
Hadros Lux
5,100 / 5,100 HP

If Hadros Lux opens with…

  1. Turn 13,799 vs 4,503 HP
  2. Turn 24,900 vs 4,503 HP
  3. Turn 34,900 vs 3,383 HP
  4. Turn 44,900 vs 0 HP

Coelocephalus wins with 4,900 HP left (100%).

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

Loading…

Loading…

All 87 creatures that can beat Hadros Lux

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 40 Apex

My creatures

0 creatures saved in this browser. Used on every creature page to show the counters you have.

Loading creatures…

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 Hadros Lux 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.