Build options
Compare MonolomothCreate a custom version

Your build

Health
5,000
Damage
1,500
Speed
114
Armor
25%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Monolomoth reactive Unlocks at enhancement 5

At the end of the turn, if this creature's shield was destroyed.

Most positive effects opponent. reduce all resistance by 50% for 1 turn.

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.

Dispersed Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks.

Target highest damage opponent. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase.

Target lowest HP opponent. Attack .

Definite Impact move icon from Jurassic World Alive

Target most positive effects opponent. Remove Cloak. Remove Dodge.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target highest HP opponent. Attack , bypassing Armor.

Delay: 1. Cooldown: 1.

Priority.

Target Self. Increase Speed 25% for 2 turns. Cleanse.

Target highest damage opponent. Attack . Stun 75% chance for 1 turn.

Cooldown: 2.

50% HP or less

Priority.

Target Self. Shield 100% for 2 turns, 4 attacks. Taunt 2 turns.

Target fastest opponent. Reduce Speed 50% for 2 turns. Attack .

Target Self. Heal 50% max HP.

Cooldown: 2.

Above 50% HPDetails of the Above 50% HP form

Priority.

Target Self. Shield 50% for 2 turns, 4 attacks. Taunt 1 turn.

Target fastest opponent. Reduce Speed 50% for 2 turns. Attack .

Cooldown: 2.

Target all allies. Increase Damage 15% for 1 turn, 1 attack.

Target Self. Cleanse Damage reduction. Heal 750.

Target attacker. Destroy shields. Attack , bypassing Dodge.

Swap in Stunning Strike move icon from Jurassic World Alive

Target highest damage opponent. Attack , bypassing Armor. Stun 66% chance for 1 turn.

Target Self. Lockdown 2 turns.

Target Self. Increase Armor 25% for 2 turns, 4 attacks. Shield 50% for 2 turns, 4 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 (114 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
Health5,0007,500
Damage1,5002,250
Speed114154
Armor25%25%
Crit chance5%5%
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
27100120,0005,2501,574
28150150,0005,5121,653
29200200,0005,7881,736
30250250,0006,0771,823
31400250,0006,3501,905
32400250,0006,6001,980
33400250,0006,8502,055
34400250,0007,1252,137
35400250,0007,5002,250
26 left
HP 5,000DMG 1,500SPD 114
Simulated battles · Level 26 vs 26 · No boosts

How to beat Monolomoth: counters that win

Battle level
26 of 494 beat it438 it beats

To beat Monolomoth, bring Paralidactylus, the best Apex counter. Use Bellowing Citadel, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Payback Wounding Rampage to win with about 85% HP left. Monolomoth: Paralidactylus, Coelocephalus and Shantrospinos beat it at level 26 (Ampelorex wins on good rolls), and it beats 438 of 494 creatures.

How to beat Monolomoth with Paralidactylus, move by move

  • If Monolomoth opens with Dispersed Cunning Strike: Bellowing Citadel, then Dispersed Cunning Strike, then Fortifying Thagomizer Sweep, then Payback Wounding Rampage. Wins with 85% HP left.
  • If Monolomoth opens with Instant Quickening Charge: Bellowing Citadel, then Fortifying Thagomizer Sweep, then Payback Wounding Rampage. Wins with 94% HP left.
  • If Monolomoth opens with Bellowing Alert Rampage: Bellowing Citadel, then Payback Wounding Rampage. Wins with 97% HP left.

Each fight is played out move by move. Monolomoth 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.

5,100 / 5,100 HP
VSReady
Monolomoth, an Apex creature in Jurassic World Alive
Monolomoth
5,000 / 5,000 HP

If Monolomoth opens with…

  1. Turn 15,025 vs 5,000 HP
  2. Turn 2Most likely roll5,100 vs 2,743 HP
  3. Turn 34,928 vs 2,011 HP
  4. Turn 44,926 vs 525 HP
  5. Turn 5Most likely roll4,365 vs 0 HP

Paralidactylus wins with 4,365 HP left (86%).

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

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All 26 creatures that can beat Monolomoth

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 18 of 18 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 Monolomoth 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.