Build options
Compare HerranotorCreate a custom version

Your build

Health
4,650
Damage
1,675
Speed
126
Armor
0%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
Immune
Damage reduction
75%
Rend
0%
Speed reduction
50%
Stun
50%
Swap prevention
50%
Taunt
Immune
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+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Herranotor reactive Unlocks at enhancement 5

At the start of the turn, if the opponent has affliction.

Highest HP opponent. reduce all resistance by 50% 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.

Cunning Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Destroy shields. Remove Taunt. Attack , bypassing Armor. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase.

Acts last.

Target highest HP opponent. Reduce all resistance 25% for 2 turns. Stun 100% chance for 1 turn. Destroy shields. Attack , bypassing Armor. Damage over time 45% per turn for 2 turns.

Cooldown: 2.

Target highest HP opponent. Reduce all resistance 50% for 3 turns, 4 attacks. Reduce Damage 50% for 2 turns, 4 attacks.

Target lowest HP opponent. Remove Crit increase.

Target highest damage opponent. Remove Speed increase.

Target highest HP opponent. Attack .

Cooldown: 2.

Instant Fierce Impact move icon from Jurassic World Alive

Priority.

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Cooldown: 1.

Target attacker. Reduce Damage 50% for 2 turns, 2 attacks.

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

No Escape

On escape

Target escaping opponent. Prevent swap 1 turn.

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 (126 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
Health4,6506,975
Damage1,6752,512
Speed126166
Armor0%0%
Crit chance15%15%
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
2210060,0003,8251,378
2315070,0004,0161,446
2420080,0004,2171,519
2525090,0004,4281,595
26300100,0004,6501,675
27350120,0004,8821,758
28400150,0005,1261,846
29500200,0005,3821,938
30750250,0005,6522,035
311,000250,0005,9052,127
321,000250,0006,1382,211
331,000250,0006,3702,294
341,000250,0006,6262,386
351,000250,0006,9752,512
26 left
HP 4,650DMG 1,675SPD 126
Simulated battles · Level 26 vs 26 · No boosts

How to beat Herranotor: counters that win

Battle level
18 of 494 beat it461 it beats

To beat Herranotor, bring Aliorasuchus, the best Unique counter. Use Swallowed Whole to win with about 40% HP left. Overall best: Indolycan (Apex). Herranotor: Indolycan, Shantrospinos and Quetzalvexus beat it at level 26 (Magnaraptor and Draco Lux win on good rolls), and it beats 461 of 494 creatures.

How to beat Herranotor with Aliorasuchus, move by move

  • If Herranotor opens with Cunning Fierce Strike: Swallowed Whole. Wins with 80% HP left.
  • If Herranotor opens with Stunning Bleedout: Swallowed Whole. Wins with 100% HP left.
  • If Herranotor opens with Afflicting Distraction Impact: Swallowed Whole. Wins with 73% HP left.
  • If Herranotor opens with Instant Fierce Impact: Swallowed Whole. Wins with 40% HP left.

Each fight is played out move by move. Herranotor 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.

4,350 / 4,350 HP
VSReady
Herranotor, a Unique creature in Jurassic World Alive
Herranotor
4,650 / 4,650 HP

If Herranotor opens with…

  1. Turn 1Most likely roll4,350 vs 0 HP
    • Swallowed Whole move icon from Jurassic World AliveAliorasuchus uses Swallowed Whole4,650 damage
    • Herranotor picks Cunning Fierce Strike, but Aliorasuchus acts first and knocks it out with Swallowed Whole, so Cunning Fierce Strike never happens.

Aliorasuchus wins with 4,350 HP left (100%).

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

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All 18 creatures that can beat Herranotor

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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 Herranotor 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.