This predator was engineered to be terror incarnate! Its bright yellow stripes seem evolved to taunt its prey, as they will never see it coming. They will only know they have been caught once they really feel its claws and teeth upon them for the last time!
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
Target Self.Increase Speed 25% for 1 turn, 2 attacks. Increase Damage 50% for 2 turns, 4 attacks. Dodge 100% chance, 100% of damage, for 1 turn, 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 (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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,400
6,600
Damage
1,650
2,475
Speed
128
168
Armor
0%
0%
Crit chance
40%
40%
Crit damage
1.35×
1.35×
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 reached
DNA
Coins
Base health
Base damage
27
100
120,000
4,620
1,732
28
150
150,000
4,851
1,819
29
200
200,000
5,093
1,910
30
250
250,000
5,348
2,005
31
400
250,000
5,588
2,095
32
400
250,000
5,808
2,178
33
400
250,000
6,028
2,260
34
400
250,000
6,270
2,351
35
400
250,000
6,600
2,475
26 left
HP 4,400DMG 1,650SPD 128
Simulated battles · Level 26 vs 26 · No boosts
How to beat Indoraptor Mattel: counters that win
Battle level
32 of 494 beat it448 it beats
To beat Indoraptor Mattel, bring Indolycan, the best Apex counter. Use Howling Rampage to win with about 100% HP left. Indoraptor Mattel: Indolycan, Shantrospinos and Paralidactylus beat it at level 26, and it beats 448 of 494 creatures.
How to beat Indoraptor Mattel with Indolycan, move by move
If Indoraptor Mattel opens with Harrowing Strike: Howling Rampage. Wins with 100% HP left.
If Indoraptor Mattel opens with Neon Overcharge: Howling Rampage. Wins with 100% HP left.
If Indoraptor Mattel opens with Cautious Cunning Rampage: Howling Rampage. Wins with 100% HP left.
If Indoraptor Mattel opens with Reaping Slash: Howling Rampage. Wins with 100% HP left.
Each fight is played out move by move. Indoraptor Mattel 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.
Indoraptor Mattel picks Harrowing Strike, but Indolycan acts first with priority and knocks it out with Howling Rampage, so Harrowing Strike never happens.
Indolycan wins with 4,500 HP left (100%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Indolycan is higher level or boosted, this win only gets safer; if Indoraptor Mattel is, it can turn the result, so check both builds first.
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 Indoraptor Mattel 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.