Build options
Compare MonolorhinoCreate a custom version

Your build

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

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
Immune
Damage reduction
50%
Rend
50%
Speed reduction
75%
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
Immune
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+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.

Move set

Damage follows your build, before battle effects.

Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. 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.

Group Shield move icon from Jurassic World Alive

Priority.

Target all allies. Shield 50% for 2 turns, 2 attacks.

Cooldown: 1.

Taunting Shields move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

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

Cooldown: 1.

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.

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. 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 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
26 left
HP 4,500DMG 1,250SPD 116
Simulated battles · Level 26 vs 26 · No boosts

How to beat Monolorhino: counters that win

Battle level
172 of 494 beat it201 it beats

To beat Monolorhino, bring Tenontorex, the best Unique counter. Use Distracting Devour Impact, then Group Shattering Rampage to win with about 100% HP left. Overall best: Blonde (Epic). Monolorhino: Blonde, Kentrorex and Plateorex beat it at level 26, and it beats 201 of 494 creatures.

How to beat Monolorhino with Tenontorex, move by move

  • If Monolorhino opens with Cunning Strike: Distracting Devour Impact, then Group Shattering Rampage. Wins with 100% HP left.
  • If Monolorhino opens with Group Shield: Distracting Devour Impact, then Group Shattering Rampage. Wins with 100% HP left.
  • If Monolorhino opens with Taunting Shields: Distracting Devour Impact, then Group Shattering Rampage. Wins with 100% HP left.

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

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

4,750 / 4,750 HP
VSReady
Monolorhino, a Unique creature in Jurassic World Alive
Monolorhino
4,500 / 4,500 HP

If Monolorhino opens with…

  1. Turn 14,467 vs 2,406 HP
  2. Turn 24,750 vs 0 HP

Tenontorex wins with 4,750 HP left (100%).

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

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All 172 creatures that can beat Monolorhino

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 58 Unique

Monolorhino beats 201 creatures

Showing 1 of 1 Unique

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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 Monolorhino 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.