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 (105 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
3,900
5,850
Damage
1,000
1,500
Speed
105
145
Armor
0%
0%
Crit chance
5%
5%
Crit damage
1.25×
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 2644,250 DNA588,000 coins
Creation requires 100 DNA separately. Enhancement, milestone and training costs are additional.
All evolution costs
Level reached
DNA
Coins
Base health
Base damage
7
100
200
1,543
395
8
150
400
1,620
415
9
200
600
1,701
436
10
250
800
1,786
458
11
300
1,000
1,875
480
12
350
2,000
1,969
505
13
400
4,000
2,068
530
14
500
6,000
2,171
556
15
750
8,000
2,280
584
16
1,000
10,000
2,394
613
17
1,250
15,000
2,513
644
18
1,500
20,000
2,639
676
19
2,000
30,000
2,771
710
20
2,500
40,000
2,910
746
21
3,000
50,000
3,055
783
22
3,500
60,000
3,208
822
23
4,000
70,000
3,368
863
24
5,000
80,000
3,537
906
25
7,500
90,000
3,714
952
26
10,000
100,000
3,900
1,000
27
12,500
120,000
4,094
1,050
28
15,000
150,000
4,299
1,102
29
20,000
200,000
4,514
1,157
30
25,000
250,000
4,740
1,215
31
30,000
250,000
4,953
1,270
32
30,000
250,000
5,148
1,320
33
30,000
250,000
5,343
1,370
34
30,000
250,000
5,557
1,425
35
30,000
250,000
5,850
1,500
26 left
HP 3,900DMG 1,000SPD 105
Simulated battles · Level 26 vs 26 · No boosts
How to beat Megalosaurus: counters that win
Battle level
405 of 494 beat it76 it beats
To beat Megalosaurus, bring Ankylocodon, the best Rare counter. Use Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Megalosaurus: Aliorasuchus, Aquiraptor and Erlidominus beat it at level 26, and it beats 76 of 494 creatures.
How to beat Megalosaurus with Ankylocodon, move by move
If Megalosaurus opens with Resilient Strike: Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact. Wins with 100% HP left.
If Megalosaurus opens with Taunting Shields: Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact. Wins with 100% HP left.
If Megalosaurus opens with Ferocious Strike: Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact. Wins with 100% HP left.
Each fight is played out move by move. Megalosaurus sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Rare counters. Every counter is in the full list below.
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Ankylocodon is higher level or boosted, this win only gets safer; if Megalosaurus 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 Megalosaurus 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.