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Monolorhino
UniqueWildcardSuperhybrid

Monolorhino

This omnivorous superhybrid can modify its core temperature by decreasing the blood circulation in the sail on its back. When blood circulation in the sail drops, the creature’s core temperature rises and the sail becomes a deeper shade of violet.

Build your creature

Health
4,500
Damage
1,250
Speed
116
Armor
30%
Crit chance
5%
Crit damage
1.25×

Enhancements unlock at level 30.

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

Monolorhino reactive Unlocks at enhancement 5

At the end of the turn, if this creature has reduced speed.

Self. increase Damage by 15% for 2 turns, 2 attacks.

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.

Stat boosts

26 left · 0 / 26 tiers used

0 of 20 tiers. +2.5% per tier · up to +50% Up to 20 available for this stat with your current allocation.
0 of 20 tiers. +2.5% per tier · up to +50% Up to 20 available for this stat with your current allocation.
0 of 20 tiers. +2 speed per tier · up to +40 Up to 20 available for this stat with your current allocation.

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 (116 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
Damage1,2501,875
Speed116156
Armor30%30%
Crit chance5%5%
Crit damage1.25×1.25×

Includes selected enhancements. Before conditional battle effects. Counter planner uses separate, unboosted, unenhanced settings.

Evolution & creation costs
From creation to level 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,7021,028
2315070,0003,8871,079
2420080,0004,0811,133
2525090,0004,2851,190
26300100,0004,5001,250
27350120,0004,7251,312
28400150,0004,9611,378
29500200,0005,2091,447
30750250,0005,4691,519
311,000250,0005,7151,587
321,000250,0005,9401,650
331,000250,0006,1651,712
341,000250,0006,4121,781
351,000250,0006,7501,875
Level 26HP 4,500DMG 1,250SPD 116

Move set

Active moves at a glance. Select a name for full details.

active · Move 1

Cunning Strike

Lv 21+Delay 0Cooldown 0

Self. cleanse damage over time.

Highest damage opponent. reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase.

Lowest HP opponent. attack 1x.

active · Move 2

Definite Impact

Lv 21+Delay 1Cooldown 1

Most positive effects opponent. remove cloak; remove dodge.

Lowest HP opponent. destroy shields.

Most positive effects opponent. remove taunt.

Highest HP opponent. bypass armor, attack 1.5x.

active · Move 3

Group Shield

Lv 21+Delay 0Cooldown 1Priority

All allies. shield 50% for 2 turns, 2 attacks.

active · Move 4

Taunting Shields

Lv 21+Delay 0Cooldown 1

Lowest HP opponent. attack 1x.

Self. shield 50% for 2 turns, 4 attacks; taunt for 1 turn.

Counter, swap & passive abilities 1
Lv 21+Delay 0Cooldown 0

Highest damage opponent. bypass armor, attack 1x; stun 66% chance for 1 turn.

Self. cannot swap for 2 turns.

Plan your matchup

Counter planner

Base-hit estimates

Find up to five dinosaurs with a move sequence that covers Monolorhino’s HP at the same level.

Damage plans, not guaranteed wins. Both creatures use unboosted stats. The attacker must survive to take each turn; enemy attacks, healing, counter-attacks, buffs, debuffs, criticals and flock damage limits are not simulated.

Calculating move sequences…

Game 3.22.45. About this snapshot