Build options
Compare MegaloceviaCreate a custom version

Your build

Health
5,100
Damage
1,600
Speed
121
Armor
20%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
Immune
Rend
Immune
Speed reduction
Immune
Stun
75%
Swap prevention
50%
Taunt
0%
Vulnerability
50%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts and enhancements in the build bar at the bottom of the screen.

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Megalocevia reactive Unlocks at enhancement 5

At the start of the turn, if this creature has increased damage.

Self. heal 15% of max HP.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Group Shattering Strike move icon from Jurassic World Alive

Target all opponents. Destroy shields. Attack , bypassing Absorb.

Target highest damage opponent. Vulnerable 50% for 2 turns, 2 attacks.

Priority.

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

Target Self. Shield 50% for 2 turns, 4 attacks. Cleanse.

Target highest damage opponent. Attack .

Cooldown: 2.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Priority.

Target Self. Increase Damage 50% for 2 turns, 2 attacks. Shield 50% for 2 turns, 4 attacks. Cleanse.

Target all opponents. Attack , bypassing Absorb. Devour heal 60% over 3 turns.

Cooldown: 2.

Target Self. Remove Damage reduction.

Target all allies. Increase Damage 25% for 1 turn, 2 attacks.

Target all opponents. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Cooldown: 1.

Precise Revenge move icon from Jurassic World Alive

Target lowest HP opponent. Attack , bypassing Dodge.

Cooldown: 1.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Target all opponents. Destroy shields. Attack , bypassing Armor, Dodge, Absorb.

Cooldown: 1.

Target Self. Cleanse Vulnerability. Increase Damage 25% for 2 turns, 4 attacks.

Target attacker. Remove Taunt. Destroy shields. Attack , bypassing Armor.

Impact on Escape move icon from Jurassic World Alive

Target escaping opponent. Prevent swap 1 turn. Attack , bypassing Armor.

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 (121 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 with enhancement 0. 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
Health5,1007,650
Damage1,6002,400
Speed121161
Armor20%20%
Crit chance20%20%
Crit damage1.25×1.25×

Includes selected enhancements. 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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0005,3551,679
28150150,0005,6221,764
29200200,0005,9031,852
30250250,0006,1991,944
31400250,0006,4772,032
32400250,0006,7322,112
33400250,0006,9872,192
34400250,0007,2672,280
35400250,0007,6502,400
26 left
HP 5,100DMG 1,600SPD 121
Simulated battles · Level 26 vs 26 · No boosts

How to beat Megalocevia: counters that win

Battle level
47 of 494 beat it424 it beats

To beat Megalocevia, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Killer Instinct to win with about 100% HP left. Megalocevia: Shantrospinos, Paralidactylus and Spinotops beat it at level 26, and it beats 424 of 494 creatures.

How to beat Megalocevia with Shantrospinos, move by move

  • If Megalocevia opens with Group Shattering Strike: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Megalocevia opens with Revenge Instinct: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Megalocevia opens with Group Ferocious Resilient Impact: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Megalocevia opens with Precise Revenge: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.

Each fight is played out move by move. Megalocevia sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Apex counters. Every counter is in the full list below.

4,800 / 4,800 HP
VSReady
Megalocevia, an Apex creature in Jurassic World Alive
Megalocevia
5,100 / 5,100 HP

If Megalocevia opens with…

  1. Turn 1Most likely roll4,800 vs 3,060 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Megalocevia picks Group Shattering Strike, but Shantrospinos acts first with priority and stuns it with Evasive Wounding Charge, so Group Shattering Strike never happens.
    • Megalocevia takes 2,040 damage over time
  2. Turn 24,800 vs 0 HP

Shantrospinos wins with 4,800 HP left (100%).

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

Loading…

Loading…

All 47 creatures that can beat Megalocevia

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 28 Apex

My creatures

0 creatures saved in this browser. Used on every creature page to show the counters you have.

Loading creatures…

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 Megalocevia 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.