Build options
Compare NanotyrannusCreate a custom version

Your build

Health
4,200
Damage
1,500
Speed
119
Armor
5%
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
50%
Stun
0%
Swap prevention
0%
Taunt
0%
Vulnerability
Immune
Armor reduction
0%
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.

Instant Fierce Strike move icon from Jurassic World Alive

Priority.

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Target Self. Cleanse Damage over time. Increase Speed 25% for 2 turns.

Target lowest HP opponent. Attack .

Target highest damage opponent. Reduce Healing 25% for 2 turns, 2 attacks.

Cooldown: 1.

Fierce Devouring Rampage move icon from Jurassic World Alive

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 60% over 4 turns. Remove Taunt.

Target Self. Cleanse Vulnerability.

Delay: 1. Cooldown: 1.

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 (119 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
Health4,2006,300
Damage1,5002,250
Speed119159
Armor5%5%
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 2644,250 DNA588,000 coins

Creation requires 100 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
71002001,661593
81504001,745623
92006001,832654
102508001,924687
113001,0002,020721
123502,0002,121757
134004,0002,227795
145006,0002,338835
157508,0002,455877
161,00010,0002,578920
171,25015,0002,707966
181,50020,0002,8421,015
192,00030,0002,9841,066
202,50040,0003,1341,119
213,00050,0003,2901,175
223,50060,0003,4551,234
234,00070,0003,6271,295
245,00080,0003,8091,360
257,50090,0004,0001,428
2610,000100,0004,2001,500
2712,500120,0004,4101,574
2815,000150,0004,6301,653
2920,000200,0004,8611,736
3025,000250,0005,1051,823
3130,000250,0005,3341,905
3230,000250,0005,5441,980
3330,000250,0005,7542,055
3430,000250,0005,9852,137
3530,000250,0006,3002,250
26 left
HP 4,200DMG 1,500SPD 119
Simulated battles · Level 26 vs 26 · No boosts

How to beat Nanotyrannus: counters that win

Battle level
207 of 494 beat it279 it beats

To beat Nanotyrannus, bring Herrerasaurus, the best Rare counter. Use Stunning Impact, then Instant Cunning Strike, then Instant Cunning Strike for a 98% win chance. Overall best: Indolycan (Apex). Nanotyrannus: Indolycan, Quetzalvexus and Panthera Blytheae beat it at level 26, and it beats 279 of 494 creatures.

How to beat Nanotyrannus with Herrerasaurus, move by move

  • If Nanotyrannus opens with Instant Fierce Strike: Stunning Impact, then Cunning Rampage. Wins with 64% HP left.
  • If Nanotyrannus opens with Blighted Impact: Stunning Impact, then Instant Cunning Strike, then Instant Cunning Strike. 98% win.

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

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

4,200 / 4,200 HP
VSReady
Nanotyrannus, a Rare creature in Jurassic World Alive
Nanotyrannus
4,200 / 4,200 HP

If Nanotyrannus opens with…

  1. Turn 12,682 vs 1,983 HP
  2. Turn 22,682 vs 0 HP
    • Nanotyrannus is stunned and loses the turn
    • Cunning Rampage move icon from Jurassic World AliveHerrerasaurus uses Cunning Rampage2,956 damage

Herrerasaurus wins with 2,682 HP left (64%).

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

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All 207 creatures that can beat Nanotyrannus

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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 Nanotyrannus 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.