Build options
Compare InostranceviaCreate a custom version

Your build

Health
3,900
Damage
1,200
Speed
130
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Set boosts in the build bar at the bottom of the screen.

Move set

Damage follows your build, before battle effects.

Distraction move icon from Jurassic World Alive

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Revenge Impact move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Cooldown: 1.

Revenge: Revenge Rampage

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

Target lowest HP opponent. Attack .

Cooldown: 1.

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 (130 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. 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
Health3,9005,850
Damage1,2001,800
Speed130170
Armor0%0%
Crit chance5%5%
Crit damage1.25×1.25×

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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
210051,209372
3150101,269390
4200251,333410
5250501,399430
63001001,469452
73502001,543474
84004001,620498
95006001,701523
107508001,786549
111,0001,0001,875577
121,2502,0001,969606
131,5004,0002,068636
142,0006,0002,171668
152,5008,0002,280701
163,00010,0002,394736
173,50015,0002,513773
184,00020,0002,639812
195,00030,0002,771852
207,50040,0002,910895
2110,00050,0003,055940
2212,50060,0003,208987
2315,00070,0003,3681,036
2420,00080,0003,5371,088
2525,00090,0003,7141,142
2630,000100,0003,9001,200
2735,000120,0004,0941,260
2840,000150,0004,2991,323
2950,000200,0004,5141,389
3075,000250,0004,7401,458
31100,000250,0004,9531,524
32100,000250,0005,1481,584
33100,000250,0005,3431,644
34100,000250,0005,5571,710
35100,000250,0005,8501,800
26 left
HP 3,900DMG 1,200SPD 130
Simulated battles · Level 26 vs 26 · No boosts

How to beat Inostrancevia: counters that win

Battle level
399 of 494 beat it87 it beats

To beat Inostrancevia, bring Shantungosaurus, the best Common counter. Use Defensive Impact, then Group Shattering Strike, then Defensive Impact to win with about 97% HP left. Overall best: Erlidominus (Unique). Inostrancevia: Erlidominus, Indolycan and Magnaraptor beat it at level 26, and it beats 87 of 494 creatures.

How to beat Inostrancevia with Shantungosaurus, move by move

  • If Inostrancevia opens with Distraction: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 97% HP left.
  • If Inostrancevia opens with Revenge Impact: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 97% HP left.

Each fight is played out move by move. Inostrancevia sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Common counters. Every counter is in the full list below.

4,250 / 4,250 HP
VSReady
Inostrancevia, a Common creature in Jurassic World Alive
Inostrancevia
3,900 / 3,900 HP

If Inostrancevia opens with…

  1. Turn 13,673 vs 1,926 HP
  2. Turn 22,808 vs 939 HP
  3. Turn 34,108 vs 0 HP

Shantungosaurus wins with 4,108 HP left (97%).

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

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All 399 creatures that can beat Inostrancevia

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 16 of 16 Common

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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 Inostrancevia 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.