Build options
Compare ParalitrosaurusCreate a custom version

Your build

Health
4,950
Damage
1,250
Speed
109
Armor
40%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
Immune
Damage reduction
50%
Rend
0%
Speed reduction
50%
Stun
50%
Swap prevention
0%
Taunt
0%
Vulnerability
50%
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+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Paralitrosaurus reactive Unlocks at enhancement 5

At the end of the turn, if this creature's shield was destroyed.

Self. shield 25% for 2 turns, 2 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.

Group Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb.

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

Target Self. Cleanse Damage reduction.

Target all allies. Heal 625. Cleanse.

Target highest HP opponent. Attack .

Cooldown: 2.

Priority.

Target Self. Cleanse. Shield 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.

Acts last.

Target Self. Cleanse Damage reduction. Heal 1,250.

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 625.

Target attacker. Destroy shields. Attack , bypassing Dodge.

Shattering Swap in Wound move icon from Jurassic World Alive

Target highest HP opponent. Destroy shields. Damage over time 30% per turn for 2 turns.

Target Self. Lockdown 2 turns.

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 (109 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
Health4,9507,425
Damage1,2501,875
Speed109149
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 261,000 DNA400,000 coins

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

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0004,0721,028
2315070,0004,2751,079
2420080,0004,4891,133
2525090,0004,7141,190
26300100,0004,9501,250
27350120,0005,1971,312
28400150,0005,4571,378
29500200,0005,7301,447
30750250,0006,0161,519
311,000250,0006,2861,587
321,000250,0006,5341,650
331,000250,0006,7811,712
341,000250,0007,0531,781
351,000250,0007,4251,875
26 left
HP 4,950DMG 1,250SPD 109
Simulated battles · Level 26 vs 26 · No boosts

How to beat Paralitrosaurus: counters that win

Battle level
57 of 494 beat it409 it beats

To beat Paralitrosaurus, bring Tyrannometrodon, the best Unique counter. Use Group Devouring Impact, then Decimating Hunger to win with about 96% HP left. Overall best: Skoonametrodon (Apex). Paralitrosaurus: Skoonametrodon, Indonemys and Megatyrannus beat it at level 26, and it beats 409 of 494 creatures.

How to beat Paralitrosaurus with Tyrannometrodon, move by move

  • If Paralitrosaurus opens with Group Resilient Strike: Group Devouring Impact, then Decimating Hunger. Wins with 100% HP left.
  • If Paralitrosaurus opens with Group Fortifying Impact: Group Devouring Impact, then Decimating Hunger. Wins with 96% HP left.
  • If Paralitrosaurus opens with Bellowing Shielded Advantage: Group Devouring Impact, then Decimating Hunger. Wins with 100% HP left.

Each fight is played out move by move. Paralitrosaurus 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
Paralitrosaurus, a Unique creature in Jurassic World Alive
Paralitrosaurus
4,950 / 4,950 HP

If Paralitrosaurus opens with…

  1. Turn 13,159 vs 2,570 HP
  2. Turn 24,950 vs 0 HP

Tyrannometrodon wins with 4,950 HP left (100%).

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

Loading…

Loading…

All 57 creatures that can beat Paralitrosaurus

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 17 of 17 Unique

My creatures

0 creatures saved in this browser. Used on every creature page to show the counters you have.

Loading creatures…

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 Paralitrosaurus 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.