InGEN denies any part in the creation of this modified Tyrannosaurus rex, but admit to tracking its Map movements. Their specialists have noticed a pattern of unique territorial behavior. Strangely, this pattern sometimes includes the help of other creatures.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
Target lowest HP opponent.Attack 2,0002,5002,000, bypassing Armor.
Target all allies.Increase Damage 50% for 3 turns, 2 attacks.
Cooldown: 2.
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 (108 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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,950
7,425
Damage
2,000
3,000
Speed
108
148
Armor
10%
10%
Crit chance
40%
40%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
27
100
120,000
5,197
2,100
28
150
150,000
5,457
2,205
29
200
200,000
5,730
2,315
30
250
250,000
6,016
2,431
31
400
250,000
6,286
2,540
32
400
250,000
6,534
2,640
33
400
250,000
6,781
2,740
34
400
250,000
7,053
2,850
35
400
250,000
7,425
3,000
26 left
HP 4,950DMG 2,000SPD 108
Simulated battles · Level 26 vs 26 · No boosts
How to beat Mortem Rex: counters that win
Battle level
157 of 494 beat it313 it beats
To beat Mortem Rex, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Killer Instinct to win with about 100% HP left. Mortem Rex: Shantrospinos, Plateorex and Magnaraptor beat it at level 26, and it beats 313 of 494 creatures.
How to beat Mortem Rex with Shantrospinos, move by move
If Mortem Rex opens with Alert Fatal Strike: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
If Mortem Rex opens with Afflicting Lockdown Impact: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
If Mortem Rex opens with Roar: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
Each fight is played out move by move. Mortem Rex 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.
Mortem Rex picks Alert Fatal Strike, but Shantrospinos acts first with priority and stuns it with Evasive Wounding Charge, so Alert Fatal Strike never happens.
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Shantrospinos is higher level or boosted, this win only gets safer; if Mortem Rex is, it can turn the result, so check both builds first.
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 Mortem Rex 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.