Hydra Boa, an Apex Cunning creature in Jurassic World Alive
ApexCunningNon-hybrid

Hydra Boa

This gargantuan boa is named after the many-headed serpent slain by Heracles in Greek myth. The name was chosen by InGen scientists due to a special characteristic of the massive snake's scales. Unlike those of other species, the scales of the Hydra Boa's head and neck grow thicker and brighter each time the snake molts, as if the creature were growing a new head each time!

Build options
Compare Hydra BoaCreate a custom version

Your build

Health
4,200
Damage
1,450
Speed
122
Armor
15%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Hydra Boa reactive Unlocks at enhancement 5

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

Highest damage opponent. reduce Damage by 25% for 1 turn, 1 attack.

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.

Instant Nullifying Strike move icon from Jurassic World Alive

Priority.

Target most positive effects opponent. Remove all effects.

Target lowest HP opponent. Attack .

Slippery Alert move icon from Jurassic World Alive

Above 50% HP

Target Self. Cleanse. Dodge 50% chance, 67% of damage, for 2 turns, 2 attacks. Increase Crit Chance 50% for 2 turns, 2 attacks.

Target most positive effects opponent. Reduce all resistance 33% for 2 turns, 4 attacks.

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

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

Priority.

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 2 turns, 2 attacks. Increase Crit Chance 75% for 2 turns, 2 attacks.

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

Precise Distracting Impact move icon from Jurassic World Alive

Target lowest HP opponent. Attack , bypassing Dodge. Reduce Damage 50% for 1 turn, 2 attacks.

Cooldown: 1.

Fabled Fangs move icon from Jurassic World Alive

Priority.

Target highest damage opponent. Attack , bypassing Dodge.

Target highest HP opponent. Damage over time 40% per turn for 2 turns.

Cooldown: 3.

Target escaping opponent. Attack .

Target Self. Cleanse Damage reduction. Heal 1,450.

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 (122 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
Health4,2006,300
Damage1,4502,175
Speed122162
Armor15%15%
Crit chance30%30%
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
27100120,0004,4101,522
28150150,0004,6301,598
29200200,0004,8611,678
30250250,0005,1051,762
31400250,0005,3341,841
32400250,0005,5441,914
33400250,0005,7541,986
34400250,0005,9852,066
35400250,0006,3002,175
26 left
HP 4,200DMG 1,450SPD 122
Simulated battles · Level 26 vs 26 · No boosts

How to beat Hydra Boa: counters that win

Battle level
94 of 494 beat it347 it beats

To beat Hydra Boa, bring Eremocanis, the best Apex counter. Use Slothful Vulnerable Impact, then Instant Evasive Precise Rampage to win with about 94% HP left. Hydra Boa: Eremocanis, Shantrospinos and Paralidactylus beat it at level 26, and it beats 347 of 494 creatures.

How to beat Hydra Boa with Eremocanis, move by move

  • If Hydra Boa opens with Instant Nullifying Strike: Slothful Vulnerable Impact, then Instant Evasive Precise Rampage. Wins with 100% HP left.
  • If Hydra Boa opens with Slippery Alert: Slothful Vulnerable Impact, then Instant Evasive Precise Rampage. Wins with 100% HP left.
  • If Hydra Boa opens with Precise Distracting Impact: Slothful Vulnerable Impact, then Instant Evasive Precise Rampage. Wins with 94% HP left.
  • If Hydra Boa opens with Fabled Fangs: Slothful Vulnerable Impact, then Instant Evasive Precise Rampage. Wins with 94% HP left.

Each fight is played out move by move. Hydra Boa 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.

5,300 / 5,300 HP
VSReady
Hydra Boa, an Apex creature in Jurassic World Alive
Hydra Boa
4,200 / 4,200 HP

If Hydra Boa opens with…

  1. Turn 14,053 vs 2,175 HP
  2. Turn 25,300 vs 0 HP

Eremocanis wins with 5,300 HP left (100%).

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

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All 94 creatures that can beat Hydra Boa

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 45 Apex

Hydra Boa beats 347 creatures

Showing 4 of 4 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 Hydra Boa 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.