Build options
Compare ParalidactylusCreate a custom version

Your build

Health
5,100
Damage
1,400
Speed
119
Armor
40%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
Immune
Damage reduction
Immune
Rend
0%
Speed reduction
50%
Stun
50%
Swap prevention
Immune
Taunt
0%
Vulnerability
75%
Armor reduction
Immune
Affliction
50%
Healing reduction
50%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Paralidactylus reactive Unlocks at enhancement 5

At the start of the turn, if the opponent has damage over time.

Lowest HP opponent. vulnerable 50% for 1 turn.

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.

Dispersed Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks.

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

Target lowest HP opponent. Attack .

Bellowing Citadel move icon from Jurassic World Alive

Priority.

Target Self. Cleanse. Shield 50% for 3 turns, 4 attacks. Increase Armor 50% for 3 turns, 4 attacks.

Target fastest opponent. Reduce Speed 50% for 2 turns. Destroy shields. Reduce Armor 100% for 2 turns, 4 attacks.

Cooldown: 2.

Target Self. Cleanse Damage reduction.

Target all allies. Heal 1,400. Cleanse.

Target all opponents. Remove all positive effects. Reduce Speed 50% for 2 turns. Attack , bypassing Dodge, Absorb.

Cooldown: 2.

Acts last.

Target Self. Cleanse Damage reduction. Heal 1,400.

Target highest damage opponent. Remove Damage increase. Reduce Damage 50% for 2 turns, 4 attacks. Attack .

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

Delay: 1. Cooldown: 1.

Target all allies. Increase Damage 15% for 1 turn, 1 attack.

Target Self. Cleanse Damage reduction. Heal 700.

Target attacker. Destroy shields. Attack , bypassing Dodge.

Target escaping opponent. Reduce all resistance 50% for 2 turns. Prevent swap 2 turns.

Target Self. Shield 100% for 1 turn, 4 attacks. Heal 100% max HP.

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 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
Health5,1007,650
Damage1,4002,100
Speed119159
Armor40%40%
Crit chance5%5%
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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0005,3551,469
28150150,0005,6221,543
29200200,0005,9031,620
30250250,0006,1991,701
31400250,0006,4771,778
32400250,0006,7321,848
33400250,0006,9871,918
34400250,0007,2671,994
35400250,0007,6502,100
26 left
HP 5,100DMG 1,400SPD 119
Simulated battles · Level 26 vs 26 · No boosts

How to beat Paralidactylus: counters that win

Battle level
18 of 494 beat it454 it beats

To beat Paralidactylus, bring Kentrorex, the best Apex counter. Use Vitalize, then Decimating Thagomizer to win with about 100% HP left. Paralidactylus: Kentrorex, Baryotor and Distortus Rex beat it at level 26, and it beats 454 of 494 creatures.

How to beat Paralidactylus with Kentrorex, move by move

  • If Paralidactylus opens with Dispersed Cunning Strike: Vitalize, then Decimating Thagomizer. Wins with 100% HP left.
  • If Paralidactylus opens with Bellowing Citadel: Vitalize, then Decimating Thagomizer. Wins with 100% HP left.
  • If Paralidactylus opens with Fortifying Thagomizer Sweep: Vitalize, then Decimating Thagomizer. Wins with 100% HP left.

Each fight is played out move by move. Paralidactylus 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.

5,000 / 5,000 HP
VSReady
Paralidactylus, an Apex creature in Jurassic World Alive
Paralidactylus
5,100 / 5,100 HP

If Paralidactylus opens with…

  1. Turn 15,000 vs 5,100 HP
  2. Turn 25,000 vs 0 HP

Kentrorex wins with 5,000 HP left (100%).

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

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All 18 creatures that can beat Paralidactylus

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 13 of 13 Apex

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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 Paralidactylus 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.