Build options
Compare MajundaboaCreate a custom version

Your build

Health
3,600
Damage
1,000
Speed
110
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
Immune
Swap prevention
75%
Taunt
Immune
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.

Shielded Decelerating Strike move icon from Jurassic World Alive

Target Self. Shield 50% for 1 turn, 4 attacks.

Target lowest HP opponent. Reduce Speed 50% for 2 turns, 4 attacks. Attack , bypassing Dodge.

Cleansing Impact move icon from Jurassic World Alive

Target Self. Cleanse.

Target lowest HP opponent. Attack .

Cooldown: 2.

Ferocious Strike move icon from Jurassic World Alive

Target Self. Increase Damage 50% for 3 turns, 6 attacks.

Target lowest HP opponent. Attack .

Cooldown: 3.

Precise Impact move icon from Jurassic World Alive

Target lowest HP opponent. Attack , bypassing Dodge.

Cooldown: 1.

Raking Counter-Attack move icon from Jurassic World Alive

Raking Counter-Attack

Counter-attack

Target attacker. Remove Cloak.

Target most positive effects opponent. Remove Dodge.

Target lowest HP opponent. Attack , bypassing Armor.

On Escape Dust Cloud move icon from Jurassic World Alive

Target Self. Shield 100% for 1 turn, 2 attacks. Increase Damage 50% for 2 turns, 2 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 (110 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
Health3,6005,400
Damage1,0001,500
Speed110150
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
121002,0001,818505
131504,0001,909530
142006,0002,004556
152508,0002,104584
1630010,0002,210613
1735015,0002,320644
1840020,0002,436676
1950030,0002,558710
2075040,0002,686746
211,00050,0002,820783
221,25060,0002,961822
231,50070,0003,109863
242,00080,0003,265906
252,50090,0003,428952
263,000100,0003,6001,000
273,500120,0003,7791,050
284,000150,0003,9681,102
295,000200,0004,1671,157
307,500250,0004,3751,215
3110,000250,0004,5721,270
3210,000250,0004,7521,320
3310,000250,0004,9321,370
3410,000250,0005,1301,425
3510,000250,0005,4001,500
26 left
HP 3,600DMG 1,000SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Majundaboa: counters that win

Battle level
345 of 494 beat it129 it beats

To beat Majundaboa, bring Moros Intrepidus, the best Epic counter. Use Fierce Devouring Impact, then Challenging Alert Impact to win with about 88% HP left. Overall best: Aliorasuchus (Unique). Majundaboa: Aliorasuchus, Aquiraptor and Arctocanis beat it at level 26, and it beats 129 of 494 creatures.

How to beat Majundaboa with Moros Intrepidus, move by move

  • If Majundaboa opens with Shielded Decelerating Strike: Fierce Devouring Impact, then Challenging Alert Impact. Wins with 100% HP left.
  • If Majundaboa opens with Cleansing Impact: Fierce Devouring Impact, then Challenging Alert Impact. Wins with 88% HP left.
  • If Majundaboa opens with Ferocious Strike: Fierce Devouring Impact, then Challenging Alert Impact. Wins with 88% HP left.
  • If Majundaboa opens with Precise Impact: Fierce Devouring Impact, then Challenging Alert Impact. Wins with 88% HP left.

Each fight is played out move by move. Majundaboa 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.

3,300 / 3,300 HP
VSReady
Majundaboa, an Epic creature in Jurassic World Alive
Majundaboa
3,600 / 3,600 HP

If Majundaboa opens with…

  1. Turn 12,855 vs 1,710 HP
  2. Turn 23,300 vs 0 HP

Moros Intrepidus wins with 3,300 HP left (100%).

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

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All 345 creatures that can beat Majundaboa

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 65 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 Majundaboa 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.