Build options
Compare IndonemysCreate a custom version

Your build

Health
4,800
Damage
1,650
Speed
119
Armor
30%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
50%
Rend
25%
Speed reduction
Immune
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
50%
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

Indonemys reactive Unlocks at enhancement 5

At the end of the turn, if the opponent has dodge.

Self. increase Crit Chance by 100% for 2 turns, 2 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.

Shielded Heavy Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability. Cleanse Damage reduction.

Target lowest HP opponent. Attack , bypassing Armor, Dodge.

Target fastest opponent. Remove Speed increase.

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

Fierce Devouring Impact move icon from Jurassic World Alive

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 60% over 2 turns. Remove Taunt.

Target Self. Cleanse Vulnerability.

Cooldown: 2.

Target highest HP opponent. Destroy shields.

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

Target Self. Swap out.

Delay: 1. Cooldown: 1.

Prowling Revenge Cloak move icon from Jurassic World Alive

Priority.

Target Self. Cleanse. Cloak for 2 turns: 75% chance to dodge 67% of damage, next attack 2×.

Target fastest opponent. Reduce Speed 50% for 2 turns.

Cooldown: 3.

RevengeDetails of the Revenge form

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

Priority.

Target Self. Cleanse. Cloak for 2 turns: 75% chance to dodge 67% of damage, next attack 3×. Increase Crit Chance 100% for 2 turns, 1 attack.

Target fastest opponent. Reduce Speed 50% for 2 turns.

Cooldown: 1.

Counter Prowl

Counter-attack

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. Increase Crit Chance 25% for 3 turns, 2 attacks.

Alert Swap in Stun move icon from Jurassic World Alive

Above 50% HP

Target highest damage opponent. Stun 100% chance for 1 turn.

Target Self. Lockdown 2 turns.

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

Target highest damage opponent. Stun 33% chance for 1 turn.

Target Self. Lockdown 2 turns.

Prowl on Escape move icon from Jurassic World Alive

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. Increase Crit Chance 50% for 3 turns, 2 attacks.

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 (119 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
Damage1,6502,475
Speed119159
Armor30%30%
Crit chance20%20%
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
27100120,0005,0401,732
28150150,0005,2921,819
29200200,0005,5561,910
30250250,0005,8342,005
31400250,0006,0962,095
32400250,0006,3362,178
33400250,0006,5762,260
34400250,0006,8402,351
35400250,0007,2002,475
26 left
HP 4,800DMG 1,650SPD 119
Simulated battles · Level 26 vs 26 · No boosts

How to beat Indonemys: counters that win

Battle level
38 of 494 beat it428 it beats

To beat Indonemys, bring Kentrorex, the best Apex counter. Use Vitalize, then Decimating Thagomizer to win with about 100% HP left. Indonemys: Kentrorex, Shantrospinos and Becklejara beat it at level 26, and it beats 428 of 494 creatures.

How to beat Indonemys with Kentrorex, move by move

  • If Indonemys opens with Shielded Heavy Strike: Vitalize, then Decimating Thagomizer. Wins with 100% HP left.
  • If Indonemys opens with Fierce Devouring Impact: Vitalize, then Decimating Thagomizer. Wins with 100% HP left.
  • If Indonemys opens with Prowling Revenge Cloak: Vitalize, then Decimating Thagomizer. Wins with 100% HP left.

Each fight is played out move by move. Indonemys 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.

5,000 / 5,000 HP
VSReady
Indonemys, an Apex creature in Jurassic World Alive
Indonemys
4,800 / 4,800 HP

If Indonemys opens with…

  1. Turn 15,000 vs 4,800 HP
  2. Turn 25,000 vs 0 HP

Kentrorex wins with 5,000 HP left (100%).

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

Loading…

Loading…

All 38 creatures that can beat Indonemys

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 26 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 Indonemys 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.