Like that of its hybrid parent the Parasaurolophus lux, the cause of Parasauthops' bioluminescence is a mystery. Could it be for camouflage, attraction, or conceal some other quality? Fusion of more of these glowing creatures will help find an answer...
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
Target most positive effects opponent.Remove Taunt.
Target lowest HP opponent.Attack 1,5501,9371,550, bypassing Armor.
Target Self.Lockdown 2 turns.
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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,650
6,975
Damage
1,550
2,325
Speed
109
149
Armor
0%
0%
Crit chance
15%
15%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
22
100
60,000
3,825
1,275
23
150
70,000
4,016
1,338
24
200
80,000
4,217
1,405
25
250
90,000
4,428
1,476
26
300
100,000
4,650
1,550
27
350
120,000
4,882
1,627
28
400
150,000
5,126
1,708
29
500
200,000
5,382
1,794
30
750
250,000
5,652
1,884
31
1,000
250,000
5,905
1,968
32
1,000
250,000
6,138
2,046
33
1,000
250,000
6,370
2,123
34
1,000
250,000
6,626
2,208
35
1,000
250,000
6,975
2,325
26 left
HP 4,650DMG 1,550SPD 109
Simulated battles · Level 26 vs 26 · No boosts
How to beat Parasauthops: counters that win
Battle level
171 of 494 beat it224 it beats
To beat Parasauthops, bring Aliorasuchus, the best Unique counter. Use Swallowed Whole to win with about 100% HP left. Parasauthops: Aliorasuchus, Aquiraptor and Indolycan beat it at level 26, and it beats 224 of 494 creatures.
How to beat Parasauthops with Aliorasuchus, move by move
If Parasauthops opens with Dispersed Cunning Strike: Swallowed Whole. Wins with 100% HP left.
If Parasauthops opens with Greater Group Heal: Swallowed Whole. Wins with 100% HP left.
Each fight is played out move by move. Parasauthops 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.
Parasauthops picks Dispersed Cunning Strike, but Aliorasuchus acts first and knocks it out with Swallowed Whole, so Dispersed Cunning Strike never happens.
Aliorasuchus wins with 4,350 HP left (100%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Aliorasuchus is higher level or boosted, this win only gets safer; if Parasauthops is, it can turn the result, so check both builds first.
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 Parasauthops 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.