Build options
Compare JuniorCreate a custom version

Your build

Health
4,750
Damage
1,750
Speed
114
Armor
15%
Crit chance
25%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Junior reactive Unlocks at enhancement 5

At the end of the turn, after receiving and surviving direct damage.

Self. increase Damage by 20% for 2 turns, 4 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.

Cautious Retreat move icon from Jurassic World Alive

Priority.

Target Self. Cleanse. Dodge 100% chance, 67% of damage, for 1 turn, 2 attacks. Swap out.

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Remove Taunt. Destroy shields. Attack , bypassing Armor, Dodge.

Cooldown: 1.

Priority.

Target Self. Increase Damage 25% for 2 turns, 4 attacks. Increase Armor 25% for 2 turns, 4 attacks. Shield 50% for 2 turns, 4 attacks.

Target most positive effects opponent. Remove all positive effects.

Target attacker. Reduce Damage 25% for 2 turns, 4 attacks.

Cooldown: 2.

Target all allies. Increase Crit Chance 75% for 2 turns, 2 attacks.

Target all opponents. Destroy shields. Attack , bypassing Absorb. Devour heal 60% over 3 turns.

Cooldown: 2.

Target Self. Increase Armor 25% for 2 turns, 4 attacks. Shield 25% for 2 turns, 4 attacks.

Target highest damage opponent. Remove all positive effects. Attack .

Target Self. Lockdown 2 turns.

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 (114 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
Health4,7507,125
Damage1,7502,625
Speed114154
Armor15%15%
Crit chance25%25%
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
2210060,0003,9071,439
2315070,0004,1031,511
2420080,0004,3081,587
2525090,0004,5231,666
26300100,0004,7501,750
27350120,0004,9871,837
28400150,0005,2361,929
29500200,0005,4982,025
30750250,0005,7732,127
311,000250,0006,0322,222
321,000250,0006,2702,310
331,000250,0006,5072,397
341,000250,0006,7682,493
351,000250,0007,1252,625
26 left
HP 4,750DMG 1,750SPD 114
Simulated battles · Level 26 vs 26 · No boosts

How to beat Junior: counters that win

Battle level
60 of 494 beat it416 it beats

To beat Junior, bring Distortus Rex, the best Unique counter. Use Distracting Devour Impact, then Distorted Dominance to win with about 88% HP left. Overall best: Shantrospinos (Apex). Junior: Shantrospinos, Distortus Rex and Indoraptor Mattel beat it at level 26, and it beats 416 of 494 creatures.

How to beat Junior with Distortus Rex, move by move

  • If Junior opens with Precise Fierce Impact: Distracting Devour Impact, then Distorted Dominance. Wins with 88% HP left.
  • If Junior opens with Parental Encouragement: Distracting Devour Impact, then Distorted Dominance, then Distorted Rampage. Wins with 100% HP left.
  • If Junior opens with Junior's Bite: Distracting Devour Impact, then Distorted Rampage. Wins with 97% HP left.

Each fight is played out move by move. Junior 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.

5,400 / 5,400 HP
VSReady
Junior, a Unique creature in Jurassic World Alive
Junior
4,750 / 4,750 HP

If Junior opens with…

  1. Turn 11,929 vs 782 HP
  2. Turn 24,774 vs 0 HP
    • Distortus Rex uses Distorted DominancePriority2,334 damage+2,250 HP
    • Distortus Rex recovers 595 HP

Distortus Rex wins with 4,774 HP left (88%).

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

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All 60 creatures that can beat Junior

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 20 of 20 Unique

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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 Junior 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.