Build options
Compare PeloroplitesCreate a custom version

Your build

Health
4,500
Damage
1,150
Speed
115
Armor
20%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
Immune
Rend
0%
Speed reduction
0%
Stun
90%
Swap prevention
0%
Taunt
0%
Vulnerability
75%
Armor reduction
Immune
Affliction
Immune
Healing reduction
0%
Daze
Immune

Set boosts in the build bar at the bottom of the screen.

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.

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.

Superiority Rampage move icon from Jurassic World Alive

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.

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 (115 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. 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
Health4,5006,750
Damage1,1501,725
Speed115155
Armor20%20%
Crit chance5%5%
Crit damage1.25×1.25×

Before conditional battle effects. The simulated battles below follow this level (at 26 or 35, whichever is nearer), with no boosts or enhancements.

Evolution & creation costs
From creation to level 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0002,272580
131504,0002,386609
142006,0002,505640
152508,0002,631672
1630010,0002,762705
1735015,0002,900741
1840020,0003,045778
1950030,0003,198817
2075040,0003,357858
211,00050,0003,525901
221,25060,0003,702946
231,50070,0003,887993
242,00080,0004,0811,043
252,50090,0004,2851,095
263,000100,0004,5001,150
273,500120,0004,7251,207
284,000150,0004,9611,267
295,000200,0005,2091,331
307,500250,0005,4691,397
3110,000250,0005,7151,460
3210,000250,0005,9401,518
3310,000250,0006,1651,575
3410,000250,0006,4121,638
3510,000250,0006,7501,725
26 left
HP 4,500DMG 1,150SPD 115
Simulated battles · Level 26 vs 26 · No boosts

How to beat Peloroplites: counters that win

Battle level
186 of 494 beat it233 it beats

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.

How to beat Peloroplites with Blonde, move by move

  • If Peloroplites opens with Group Resilient Strike: Group Devouring Impact, then Precise Piercing Rampage. Wins with 91% HP left.
  • If Peloroplites opens with Instant Taunting Fortress: Group Devouring Impact, then Precise Piercing Rampage. Wins with 100% HP left.

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.

4,200 / 4,200 HP
VSReady
Peloroplites, an Epic creature in Jurassic World Alive
Peloroplites
4,500 / 4,500 HP

If Peloroplites opens with…

  1. Turn 13,099 vs 2,040 HP
  2. Turn 23,837 vs 0 HP

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.

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All 186 creatures that can beat Peloroplites

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 26 Epic

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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 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.