Build options
Compare MonostegotopsCreate a custom version

Your build

Health
4,250
Damage
1,250
Speed
116
Armor
25%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Set boosts in the build bar at the bottom of the screen.

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 .

Priority.

Target Self. Cleanse Damage reduction. Heal 1,250. Cleanse. Increase Speed 10% for 2 turns. Shield 50% for 1 turn, 8 attacks.

Cooldown: 2.

Target highest HP opponent. Attack .

Target random opponent. Stun 75% chance for 1 turn.

Target highest HP opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Delay: 1. Cooldown: 2.

Group Resilient Impact move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

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.

Target Self. Cleanse Damage reduction. Heal 1,250. Cleanse. Increase Speed 10% for 2 turns. Shield 50% for 1 turn, 8 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 (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. 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
Health4,2506,375
Damage1,2501,875
Speed116156
Armor25%25%
Crit chance5%5%
Crit damage1.25×1.25×

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 264,000 DNA555,000 coins

Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0002,739805
1815020,0002,876846
1920030,0003,020888
2025040,0003,171932
2130050,0003,329979
2235060,0003,4961,028
2340070,0003,6711,079
2450080,0003,8541,133
2575090,0004,0471,190
261,000100,0004,2501,250
271,250120,0004,4621,312
281,500150,0004,6851,378
292,000200,0004,9191,447
302,500250,0005,1651,519
313,000250,0005,3971,587
323,000250,0005,6101,650
333,000250,0005,8221,712
343,000250,0006,0561,781
353,000250,0006,3751,875
26 left
HP 4,250DMG 1,250SPD 116
Simulated battles · Level 26 vs 26 · No boosts

How to beat Monostegotops: counters that win

Battle level
187 of 494 beat it219 it beats

To beat Monostegotops, bring Titanotor, the best Legendary counter. Use Intimidating Stance, then Fierce Devouring Rampage, then Instant Resilient Strike, then Instant Resilient Strike to win with about 100% HP left. Overall best: Quetzalvexus (Apex). Monostegotops: Quetzalvexus, Draco Intrepidus and Eremocanis beat it at level 26, and it beats 219 of 494 creatures.

How to beat Monostegotops with Titanotor, move by move

  • If Monostegotops opens with Cunning Strike: Intimidating Stance, then Fierce Devouring Rampage, then Instant Resilient Strike, then Instant Resilient Strike. Wins with 100% HP left.
  • If Monostegotops opens with Dig in: Intimidating Stance, then Fierce Devouring Rampage, then Instant Resilient Strike. Wins with 100% HP left.
  • If Monostegotops opens with Group Resilient Impact: Intimidating Stance, then Earth Shaking Stomp, then Fierce Devouring Rampage. Wins with 100% HP left.

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

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

5,100 / 5,100 HP
VSReady
Monostegotops, a Legendary creature in Jurassic World Alive
Monostegotops
4,250 / 4,250 HP

If Monostegotops opens with…

  1. Turn 14,847 vs 4,250 HP
  2. Turn 2Most likely roll5,100 vs 1,050 HP
  3. Turn 35,100 vs 1,678 HP
  4. Turn 45,100 vs 0 HP

Titanotor wins with 5,100 HP left (100%).

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

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All 187 creatures that can beat Monostegotops

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 36 Legendary

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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 Monostegotops 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.