Build options
Compare MegatyrannusCreate a custom version

Your build

Health
4,500
Damage
1,700
Speed
124
Armor
10%
Crit chance
5%
Crit damage
1.45×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
Immune
Damage reduction
50%
Rend
50%
Speed reduction
Immune
Stun
Immune
Swap prevention
75%
Taunt
0%
Vulnerability
Immune
Armor reduction
0%
Affliction
25%
Healing reduction
50%
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

Megatyrannus reactive Unlocks at enhancement 5

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

Self. heal 1x damage.

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.

Target Self. Increase Damage 25% for 2 turns. Increase Crit Chance 50% for 2 turns. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Target lowest HP opponent. Remove all positive effects. Destroy shields. Attack , bypassing Armor.

Target Self. Reduce Armor 25% for 2 turns.

Target lowest HP opponent. Reduce Healing 50% for 2 turns.

Cooldown: 2.

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

Target lowest HP opponent. Destroy shields. Reduce Healing 50% for 2 turns. Attack .

Cooldown: 1.

Target Self. Dodge 100% chance, 67% of damage, for 2 turns. Cleanse.

Target lowest HP opponent. Destroy shields. Reduce Damage 50% for 2 turns, 4 attacks. Attack , bypassing Dodge. Devour heal 100% over 3 turns.

Delay: 1. Cooldown: 3.

Target attacker. Attack . Devour heal 60% over 2 turns.

Target lowest HP opponent. Reduce Damage 50% for 2 turns, 2 attacks.

Target escaping opponent. Prevent swap 2 turns. Reduce Damage 50% for 2 turns, 4 attacks. Vulnerable 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 (124 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
Health4,5006,750
Damage1,7002,550
Speed124164
Armor10%10%
Crit chance5%5%
Crit damage1.45×1.45×

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
27100120,0004,7251,784
28150150,0004,9611,874
29200200,0005,2091,967
30250250,0005,4692,066
31400250,0005,7152,159
32400250,0005,9402,244
33400250,0006,1652,329
34400250,0006,4122,422
35400250,0006,7502,550
26 left
HP 4,500DMG 1,700SPD 124
Simulated battles · Level 26 vs 26 · No boosts

How to beat Megatyrannus: counters that win

Battle level
59 of 494 beat it426 it beats

To beat Megatyrannus, bring Indoraptor Mattel, the best Apex counter. Use Harrowing Strike, then Reaping Slash to win with about 73% HP left. Megatyrannus: Indoraptor Mattel, Proto Lux and Kentrorex beat it at level 26, and it beats 426 of 494 creatures.

How to beat Megatyrannus with Indoraptor Mattel, move by move

  • If Megatyrannus opens with Vicious Fierce Strike: Harrowing Strike, then Reaping Slash. Wins with 89% HP left.
  • If Megatyrannus opens with Nullifying Mega Pounce: Harrowing Strike, then Reaping Slash. Wins with 73% HP left.
  • If Megatyrannus opens with Shielded Recovery Advantage: Harrowing Strike, then Reaping Slash. Wins with 84% HP left.

Each fight is played out move by move. Megatyrannus 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.

4,400 / 4,400 HP
VSReady
Megatyrannus, an Apex creature in Jurassic World Alive
Megatyrannus
4,500 / 4,500 HP

If Megatyrannus opens with…

  1. Turn 1Most likely roll3,701 vs 2,808 HP
  2. Turn 24,265 vs 0 HP
    • Indoraptor Mattel uses Reaping Slash2,821 damage
    • Indoraptor Mattel recovers 564 HP

Indoraptor Mattel wins with 4,265 HP left (97%).

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

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All 59 creatures that can beat Megatyrannus

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 24 Apex

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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 Megatyrannus 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.