Build options
Compare KoolasuchusCreate a custom version

Your build

Health
3,900
Damage
1,200
Speed
127
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
Immune
Rend
0%
Speed reduction
50%
Stun
50%
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.

Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase.

Target lowest HP opponent. Attack .

Distracting Impact move icon from Jurassic World Alive

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

Target lowest HP opponent. Attack .

Cooldown: 2.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target lowest HP opponent. Attack . Reduce Healing 25% for 2 turns, 4 attacks.

Cooldown: 2.

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

Target all opponents. Reduce Damage 50% for 2 turns, 4 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 (127 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
Speed127167
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 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0001,969606
131504,0002,068636
142006,0002,171668
152508,0002,280701
1630010,0002,394736
1735015,0002,513773
1840020,0002,639812
1950030,0002,771852
2075040,0002,910895
211,00050,0003,055940
221,25060,0003,208987
231,50070,0003,3681,036
242,00080,0003,5371,088
252,50090,0003,7141,142
263,000100,0003,9001,200
273,500120,0004,0941,260
284,000150,0004,2991,323
295,000200,0004,5141,389
307,500250,0004,7401,458
3110,000250,0004,9531,524
3210,000250,0005,1481,584
3310,000250,0005,3431,644
3410,000250,0005,5571,710
3510,000250,0005,8501,800
26 left
HP 3,900DMG 1,200SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Koolasuchus: counters that win

Battle level
322 of 494 beat it148 it beats

To beat Koolasuchus, bring Ampelosaurus, the best Epic counter. Use Shielded Impact, then Group Brace, then Superior Vulnerability, then Superior Vulnerability to win with about 91% HP left. Overall best: Erlidominus (Unique). Koolasuchus: Erlidominus, Indolycan and Magnaraptor beat it at level 26, and it beats 148 of 494 creatures.

How to beat Koolasuchus with Ampelosaurus, move by move

  • If Koolasuchus opens with Cunning Strike: Shielded Impact, then Group Brace, then Superior Vulnerability. Wins with 96% HP left.
  • If Koolasuchus opens with Distracting Impact: Shielded Impact, then Group Brace, then Superior Vulnerability, then Superior Vulnerability. Wins with 93% HP left.
  • If Koolasuchus opens with Blighted Dodging Impact: Shielded Impact, then Group Brace, then Superior Vulnerability, then Superior Vulnerability. Wins with 91% HP left.

Each fight is played out move by move. Koolasuchus 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.

5,000 / 5,000 HP
VSReady
Koolasuchus, an Epic creature in Jurassic World Alive
Koolasuchus
3,900 / 3,900 HP

If Koolasuchus opens with…

  1. Turn 1Most likely roll4,089 vs 3,000 HP
  2. Turn 24,887 vs 1,785 HP
  3. Turn 34,774 vs 0 HP

Ampelosaurus wins with 4,774 HP left (95%).

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

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All 322 creatures that can beat Koolasuchus

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 56 Epic

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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 Koolasuchus 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.