This amphibious dinosaur is just as comfortable in the water as on land, gleefully relaxing until unsuspecting prey moves close enough for the Koolatrodon to deem it lunch. From there, Koolatrodon emits a confusing call that startles the prey, and snatches it at lightning speed!
Target Self.Increase Crit Chance 75% for 1 turn, 1 attack.
Target lowest HP opponent.Attack 1,4002,1001,400.
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 (126 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
4,650
6,975
Damage
1,400
2,100
Speed
126
166
Armor
0%
0%
Crit chance
5%
5%
Crit damage
1.5×
1.5×
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
2,348
707
13
150
4,000
2,465
742
14
200
6,000
2,589
779
15
250
8,000
2,718
818
16
300
10,000
2,854
859
17
350
15,000
2,997
902
18
400
20,000
3,147
947
19
500
30,000
3,304
994
20
750
40,000
3,469
1,044
21
1,000
50,000
3,643
1,096
22
1,250
60,000
3,825
1,151
23
1,500
70,000
4,016
1,209
24
2,000
80,000
4,217
1,269
25
2,500
90,000
4,428
1,333
26
3,000
100,000
4,650
1,400
27
3,500
120,000
4,882
1,469
28
4,000
150,000
5,126
1,543
29
5,000
200,000
5,382
1,620
30
7,500
250,000
5,652
1,701
31
10,000
250,000
5,905
1,778
32
10,000
250,000
6,138
1,848
33
10,000
250,000
6,370
1,918
34
10,000
250,000
6,626
1,994
35
10,000
250,000
6,975
2,100
26 left
HP 4,650DMG 1,400SPD 126
Simulated battles · Level 26 vs 26 · No boosts
How to beat Koolatrodon: counters that win
Battle level
195 of 494 beat it250 it beats
To beat Koolatrodon, bring Blonde, the best Epic counter. Use Group Devouring Impact, then Precise Piercing Rampage, then Instant Cunning Strike to win with about 51% HP left. Overall best: Indolycan (Apex). Koolatrodon: Indolycan, Monkeyondactylus and Proto Lux beat it at level 26, and it beats 250 of 494 creatures.
How to beat Koolatrodon with Blonde, move by move
If Koolatrodon opens with Blighted Cunning Strike: Group Devouring Impact, then Precise Piercing Rampage, then Instant Cunning Strike. Wins with 79% HP left.
If Koolatrodon opens with Instant Distraction: Group Devouring Impact, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 65% HP left.
If Koolatrodon opens with Cunning Critical Impact: Group Devouring Impact, then Precise Piercing Rampage, then Instant Cunning Strike. Wins with 51% HP left.
If Koolatrodon opens with Nullifying Impact: Group Devouring Impact, then Instant Cunning Strike. Wins with 84% HP left.
Each fight is played out move by move. Koolatrodon 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 Blonde is higher level or boosted, this win only gets safer; if Koolatrodon 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 Koolatrodon 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.