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.

The Peloroplites is a massive wall of spike and bone, worthy of its name’s meaning: “monstrous heavy one”. Despite its sinister moniker, this gentle herbivore will not bother anyone that leaves it alone.
Permanent protection · 100% = immune
Damage follows your build, before battle effects.
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.
Priority.
Target Self.
Increase Armor 50% for 2 turns, 2 attacks.
Shield 50% for 2 turns, 2 attacks.
Taunt 2 turns.
Increase Damage 34% for 3 turns, 3 attacks.
Cooldown: 2.
Target Self.
Cleanse Damage reduction.
Target fastest opponent.
Attack , bypassing Dodge.
Reduce Speed 50% for 1 turn.
Delay: 1. Cooldown: 1.
Target all opponents.
Attack , bypassing Absorb.
Target all allies.
Increase Damage 10% for 2 turns, 4 attacks.
Target Self.
Increase Damage 15% for 2 turns, 4 attacks.
Increase Armor 5% for 2 turns, 4 attacks.
Increase Armor 10% for 2 turns, 4 attacks.
Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.
Keeping 0 speed tiers (115 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.
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.
At level 26. 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 | 4,500 | 6,750 | |
| Damage | 1,150 | 1,725 | |
| Speed | 115 | 155 | |
| Armor | 20% | 20% | |
| Crit chance | 5% | 5% | |
| Crit damage | 1.25× | 1.25× |
Before conditional battle effects. The simulated battles below follow this level (at 26 or 35, whichever is nearer), with no boosts or enhancements.
Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.
| Level reached | DNA | Coins | Base health | Base damage |
|---|---|---|---|---|
| 12 | 100 | 2,000 | 2,272 | 580 |
| 13 | 150 | 4,000 | 2,386 | 609 |
| 14 | 200 | 6,000 | 2,505 | 640 |
| 15 | 250 | 8,000 | 2,631 | 672 |
| 16 | 300 | 10,000 | 2,762 | 705 |
| 17 | 350 | 15,000 | 2,900 | 741 |
| 18 | 400 | 20,000 | 3,045 | 778 |
| 19 | 500 | 30,000 | 3,198 | 817 |
| 20 | 750 | 40,000 | 3,357 | 858 |
| 21 | 1,000 | 50,000 | 3,525 | 901 |
| 22 | 1,250 | 60,000 | 3,702 | 946 |
| 23 | 1,500 | 70,000 | 3,887 | 993 |
| 24 | 2,000 | 80,000 | 4,081 | 1,043 |
| 25 | 2,500 | 90,000 | 4,285 | 1,095 |
| 26 | 3,000 | 100,000 | 4,500 | 1,150 |
| 27 | 3,500 | 120,000 | 4,725 | 1,207 |
| 28 | 4,000 | 150,000 | 4,961 | 1,267 |
| 29 | 5,000 | 200,000 | 5,209 | 1,331 |
| 30 | 7,500 | 250,000 | 5,469 | 1,397 |
| 31 | 10,000 | 250,000 | 5,715 | 1,460 |
| 32 | 10,000 | 250,000 | 5,940 | 1,518 |
| 33 | 10,000 | 250,000 | 6,165 | 1,575 |
| 34 | 10,000 | 250,000 | 6,412 | 1,638 |
| 35 | 10,000 | 250,000 | 6,750 | 1,725 |
To beat Peloroplites, bring Blonde, the best Epic counter. Use Group Devouring Impact, then Precise Piercing Rampage to win with about 91% HP left. Overall best: Distortus Rex (Unique). Peloroplites: Distortus Rex, Draco Intrepidus and Gryganyth beat it at level 26, and it beats 233 of 494 creatures.
Each fight is played out move by move. Peloroplites sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Epic counters. Every counter is in the full list below.

Blonde wins with 3,837 HP left (91%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Blonde is higher level or boosted, this win only gets safer; if Peloroplites is, it can turn the result, so check both builds first.
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.
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 Peloroplites 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.