Target highest HP opponent.Vulnerable 50% for 2 turns, 1 attack.
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 (112 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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,500
6,750
Damage
1,200
1,800
Speed
112
152
Armor
10%
10%
Crit chance
5%
5%
Crit damage
1.25×
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 2614,250 DNA585,000 coins
Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.
All evolution costs
Level reached
DNA
Coins
Base health
Base damage
12
100
2,000
2,272
606
13
150
4,000
2,386
636
14
200
6,000
2,505
668
15
250
8,000
2,631
701
16
300
10,000
2,762
736
17
350
15,000
2,900
773
18
400
20,000
3,045
812
19
500
30,000
3,198
852
20
750
40,000
3,357
895
21
1,000
50,000
3,525
940
22
1,250
60,000
3,702
987
23
1,500
70,000
3,887
1,036
24
2,000
80,000
4,081
1,088
25
2,500
90,000
4,285
1,142
26
3,000
100,000
4,500
1,200
27
3,500
120,000
4,725
1,260
28
4,000
150,000
4,961
1,323
29
5,000
200,000
5,209
1,389
30
7,500
250,000
5,469
1,458
31
10,000
250,000
5,715
1,524
32
10,000
250,000
5,940
1,584
33
10,000
250,000
6,165
1,644
34
10,000
250,000
6,412
1,710
35
10,000
250,000
6,750
1,800
26 left
HP 4,500DMG 1,200SPD 112
Simulated battles · Level 26 vs 26 · No boosts
How to beat Kentrosaurus: counters that win
Battle level
146 of 494 beat it331 it beats
To beat Kentrosaurus, bring Gigantspinosaurus, the best Epic counter. Use Group Resilient Strike, then Bracing Taunt and Impact to win with about 55% HP left. Overall best: Quetzalvexus (Apex). Kentrosaurus: Quetzalvexus, Distortus Rex and Shantrospinos beat it at level 26, and it beats 331 of 494 creatures.
How to beat Kentrosaurus with Gigantspinosaurus, move by move
If Kentrosaurus opens with Resilient Strike: Group Resilient Strike, then Bracing Taunt and Impact. Wins with 58% HP left.
If Kentrosaurus opens with Thagomizer: Group Resilient Strike, then Bracing Taunt and Impact. Wins with 55% HP left.
If Kentrosaurus opens with Instant Resilient Impact: Group Resilient Strike, then Bracing Taunt and Impact. Wins with 75% HP left.
Each fight is played out move by move. Kentrosaurus sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Epic counters. Every counter is in the full list below.
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Gigantspinosaurus is higher level or boosted, this win only gets safer; if Kentrosaurus 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 Kentrosaurus 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.