Build options
Compare OvylenkenCreate a custom version

Your build

Health
4,150
Damage
1,450
Speed
132
Armor
0%
Crit chance
0%
Crit damage
2×

Resistances

Permanent protection · 100% = immune

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

Ovylenken reactive Unlocks at enhancement 5

At the start of the turn, if this creature has increased critical chance.

Self. heal 1x damage.

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.

Group Devious Strike move icon from Jurassic World Alive

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

Target all opponents. Attack , bypassing Absorb.

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

Above 50% HP

Priority.

Target all allies. Increase Crit Chance 100% for 2 turns, 4 attacks.

Target Self. Increase Speed 20% for 2 turns, 4 attacks. Increase Damage 15% for 2 turns, 2 attacks.

Target all opponents. Remove all positive effects. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target all allies. Increase Crit Chance 100% for 2 turns, 4 attacks.

Target Self. Increase Speed 20% for 2 turns, 4 attacks.

Target all opponents. Attack , bypassing Absorb. Stun 75% chance for 1 turn. Remove Damage increase. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

Instant Buff move icon from Jurassic World Alive

Priority.

Target Self. Cleanse. Increase Speed 10% for 2 turns.

Target all allies. Increase Damage 50% for 2 turns, 1 attack.

Target Self. Dodge 100% chance, 67% of damage, for 1 turn, 2 attacks.

Cooldown: 1.

Target Self. Dodge 33% chance, 75% of damage, for 2 turns, 4 attacks. Increase Speed 20% for 2 turns, 4 attacks.

Target Self. Dodge 100% chance, 100% of damage, for 1 turn, 2 attacks. Increase Crit Chance 75% for 2 turns, 2 attacks. Lockdown 2 turns.

Passing Slice

On escape

Target Self. Increase Crit Chance 50% for 2 turns, 4 attacks.

Target escaping opponent. Attack .

Target all allies. Increase Speed 25% for 2 turns, 4 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 (132 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
Health4,1506,225
Damage1,4502,175
Speed132172
Armor0%0%
Crit chance0%0%
Crit damage2×2×

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
2210060,0003,4141,192
2315070,0003,5841,252
2420080,0003,7641,315
2525090,0003,9521,380
26300100,0004,1501,450
27350120,0004,3571,522
28400150,0004,5751,598
29500200,0004,8041,678
30750250,0005,0441,762
311,000250,0005,2701,841
321,000250,0005,4781,914
331,000250,0005,6851,986
341,000250,0005,9132,066
351,000250,0006,2252,175
26 left
HP 4,150DMG 1,450SPD 132
Simulated battles · Level 26 vs 26 · No boosts

How to beat Ovylenken: counters that win

Battle level
86 of 494 beat it341 it beats

To beat Ovylenken, bring Tyrannodactylus, the best Unique counter. Use Evasive Shield and Roar, then Superiority Rampage to win with about 70% HP left. Overall best: Proto Lux (Apex). Ovylenken: Proto Lux, Shantrospinos and Coelocephalus beat it at level 26, and it beats 341 of 494 creatures.

How to beat Ovylenken with Tyrannodactylus, move by move

  • If Ovylenken opens with Group Devious Strike: Evasive Shield and Roar, then Instant Precise Impact. Wins with 78% HP left.
  • If Ovylenken opens with Alert Critical Group Defense: Evasive Shield and Roar, then Instant Precise Impact. Wins with 100% HP left.
  • If Ovylenken opens with Instant Buff: Evasive Shield and Roar, then Superiority Rampage. Wins with 70% HP left.

Each fight is played out move by move. Ovylenken 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.

4,500 / 4,500 HP
VSReady
Ovylenken, a Unique creature in Jurassic World Alive
Ovylenken
4,150 / 4,150 HP

If Ovylenken opens with…

  1. Turn 1Most likely roll4,236 vs 1,180 HP
  2. Turn 2Most likely roll3,830 vs 0 HP

Tyrannodactylus wins with 3,830 HP left (85%).

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

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All 86 creatures that can beat Ovylenken

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 31 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 Ovylenken 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.