Build options
Compare NomingiaCreate a custom version

Your build

Health
4,500
Damage
1,450
Speed
125
Armor
10%
Crit chance
10%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

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

Nomingia reactive Unlocks at enhancement 5

At the end of the turn, after dealing a critical hit.

Self. heal 25% of max HP.

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.

Instant Devious Strike move icon from Jurassic World Alive

Priority.

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. Increase Crit Chance 30% for 2 turns, 2 attacks.

Target lowest HP opponent. Attack .

Target highest damage opponent. Reduce Damage 25% for 2 turns, 4 attacks.

Critical Sidestep move icon from Jurassic World Alive

Priority.

Target Self. Cleanse. Increase Speed 10% for 2 turns. Increase Crit Chance 100% for 2 turns, 1 attack. Dodge 100% chance, 67% of damage, for 1 turn, 2 attacks.

Cooldown: 1.

Cunning Devious Impact move icon from Jurassic World Alive

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks. Increase Crit Chance 30% for 2 turns, 4 attacks.

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

Cooldown: 1.

Cunning Decimate 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 highest HP opponent. Attack .

Delay: 1. Cooldown: 2.

Critical Counter Strike move icon from Jurassic World Alive

Target Self. Increase Crit Chance 100% for 1 turn, 1 attack.

Target attacker. Attack .

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 (125 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
Damage1,4502,175
Speed125165
Armor10%10%
Crit chance10%10%
Crit damage1.5×1.5×

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
2210060,0003,7021,192
2315070,0003,8871,252
2420080,0004,0811,315
2525090,0004,2851,380
26300100,0004,5001,450
27350120,0004,7251,522
28400150,0004,9611,598
29500200,0005,2091,678
30750250,0005,4691,762
311,000250,0005,7151,841
321,000250,0005,9401,914
331,000250,0006,1651,986
341,000250,0006,4122,066
351,000250,0006,7502,175
26 left
HP 4,500DMG 1,450SPD 125
Simulated battles · Level 26 vs 26 · No boosts

How to beat Nomingia: counters that win

Battle level
93 of 494 beat it357 it beats

To beat Nomingia, bring Pantherator, the best Unique counter. Use Evasive Hunt, then Floating Dual Claw to win with about 100% HP left. Nomingia: Pantherator, Proto Lux and Shantrospinos beat it at level 26, and it beats 357 of 494 creatures.

How to beat Nomingia with Pantherator, move by move

  • If Nomingia opens with Instant Devious Strike: Evasive Hunt, then Floating Dual Claw. Wins with 100% HP left.
  • If Nomingia opens with Critical Sidestep: Evasive Hunt, then Floating Dual Claw. Wins with 100% HP left.
  • If Nomingia opens with Cunning Devious Impact: Evasive Hunt, then Floating Dual Claw. Wins with 100% HP left.

Each fight is played out move by move. Nomingia 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.

4,300 / 4,300 HP
VSReady
Nomingia, a Unique creature in Jurassic World Alive
Nomingia
4,500 / 4,500 HP

If Nomingia opens with…

  1. Turn 14,300 vs 4,500 HP
  2. Turn 24,300 vs 0 HP

Pantherator wins with 4,300 HP left (100%).

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

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All 93 creatures that can beat Nomingia

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 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 Nomingia 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.