Build options
Compare KoolatrodonCreate a custom version

Your build

Health
4,650
Damage
1,400
Speed
126
Armor
0%
Crit chance
5%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
Immune
Damage reduction
75%
Rend
0%
Speed reduction
Immune
Stun
Immune
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.

Target Self. Cleanse Damage over time.

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

Instant Distraction move icon from Jurassic World Alive

Priority.

Target highest damage opponent. Reduce Damage 100% for 1 turn, 2 attacks.

Cooldown: 1.

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. Attack , always critical.

Cooldown: 2.

Nullifying Impact move icon from Jurassic World Alive

Target most positive effects opponent. Remove all effects.

Target lowest HP opponent. Attack .

Cooldown: 2.

Target Self. Increase Crit Chance 75% for 1 turn, 1 attack.

Target lowest HP opponent. 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 (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.

StatCurrentIndividual ceilingTry a focused build
Health4,6506,975
Damage1,4002,100
Speed126166
Armor0%0%
Crit chance5%5%
Crit damage1.5×1.5×

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 reachedDNACoinsBase healthBase damage
121002,0002,348707
131504,0002,465742
142006,0002,589779
152508,0002,718818
1630010,0002,854859
1735015,0002,997902
1840020,0003,147947
1950030,0003,304994
2075040,0003,4691,044
211,00050,0003,6431,096
221,25060,0003,8251,151
231,50070,0004,0161,209
242,00080,0004,2171,269
252,50090,0004,4281,333
263,000100,0004,6501,400
273,500120,0004,8821,469
284,000150,0005,1261,543
295,000200,0005,3821,620
307,500250,0005,6521,701
3110,000250,0005,9051,778
3210,000250,0006,1381,848
3310,000250,0006,3701,918
3410,000250,0006,6261,994
3510,000250,0006,9752,100
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.

4,200 / 4,200 HP
VSReady
Koolatrodon, an Epic creature in Jurassic World Alive
Koolatrodon
4,650 / 4,650 HP

If Koolatrodon opens with…

  1. Turn 13,035 vs 2,850 HP
  2. Turn 23,305 vs 1,210 HP
  3. Turn 33,305 vs 0 HP

Blonde wins with 3,305 HP left (79%).

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.

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All 195 creatures that can beat Koolatrodon

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 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 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.