Build options
Compare PantheratorCreate a custom version

Your build

Health
4,300
Damage
1,600
Speed
127
Armor
0%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
75%
Bleed (DoT)
0%
Damage reduction
Immune
Rend
0%
Speed reduction
Immune
Stun
66%
Swap prevention
25%
Taunt
0%
Vulnerability
50%
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

Pantherator reactive Unlocks at enhancement 5

After each action phase, if the opponent has reduced damage.

Most positive effects opponent. reduce all resistance by 33% for 2 turns, 4 attacks.

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.

Determined Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction. Cleanse Damage over time.

Target fastest opponent. Remove Speed increase.

Target highest damage opponent. Remove Crit increase. Remove Damage increase.

Target lowest HP opponent. Attack , bypassing Dodge.

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

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Shredding Wound move icon from Jurassic World Alive

Target highest damage opponent. Rend 50% max HP.

Target highest HP opponent. Damage over time 40% per turn for 2 turns.

Delay: 1. Cooldown: 2.

Evasive Hunt move icon from Jurassic World Alive

Priority.

Target Self. Increase Speed 25% for 1 turn, 2 attacks. Increase Damage 50% for 2 turns, 4 attacks. Dodge 100% chance, 100% of damage, for 1 turn, 2 attacks.

Cooldown: 2.

Floating Dual Claw move icon from Jurassic World Alive

Target Self. Dodge 50% chance, 67% of damage, for 2 turns, 4 attacks.

Target most positive effects opponent. Remove Dodge.

Target highest damage opponent. Attack , 2 hits.

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

Delay: 1. Cooldown: 1.

Swift Wounding Swap in move icon from Jurassic World Alive

Target fastest opponent. Attack , bypassing Dodge. Reduce Speed 25% for 1 turn.

Target highest HP opponent. Damage over time 15% per turn for 2 turns.

Target Self. Lockdown 2 turns.

Hunt on Escape move icon from Jurassic World Alive

Target Self. Increase Speed 25% for 1 turn, 2 attacks. Increase Damage 50% for 2 turns, 4 attacks. Dodge 100% chance, 100% of damage, for 1 turn, 2 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 (127 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
Health4,3006,450
Damage1,6002,400
Speed127167
Armor0%0%
Crit chance30%30%
Crit damage1.25×1.25×

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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,5371,316
2315070,0003,7141,382
2420080,0003,9001,451
2525090,0004,0951,523
26300100,0004,3001,600
27350120,0004,5151,679
28400150,0004,7401,764
29500200,0004,9771,852
30750250,0005,2261,944
311,000250,0005,4612,032
321,000250,0005,6762,112
331,000250,0005,8912,192
341,000250,0006,1272,280
351,000250,0006,4502,400
26 left
HP 4,300DMG 1,600SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Pantherator: counters that win

Battle level
91 of 494 beat it360 it beats

To beat Pantherator, bring Paralitrosaurus, the best Unique counter. Use Bellowing Shielded Advantage, then Payback Wounding Rampage, then Group Resilient Strike to win with about 78% HP left. Overall best: Indolycan (Apex). Pantherator: Indolycan, Becklejara and Eremocanis beat it at level 26, and it beats 360 of 494 creatures.

How to beat Pantherator with Paralitrosaurus, move by move

  • If Pantherator opens with Determined Strike: Bellowing Shielded Advantage, then Group Resilient Strike. Wins with 79% HP left.
  • If Pantherator opens with Evasive Hunt: Bellowing Shielded Advantage, then Payback Wounding Rampage, then Group Resilient Strike. Wins with 78% HP left.

Each fight is played out move by move. Pantherator 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.

4,950 / 4,950 HP
VSReady
Pantherator, a Unique creature in Jurassic World Alive
Pantherator
4,300 / 4,300 HP

If Pantherator opens with…

  1. Turn 14,434 vs 4,300 HP
  2. Turn 24,225 vs 1,612 HP
  3. Turn 33,912 vs 0 HP

Paralitrosaurus wins with 3,912 HP left (79%).

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

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All 91 creatures that can beat Pantherator

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 34 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 Pantherator 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.