Target Self.
Cleanse Vulnerability.
Cleanse Damage reduction.
Target lowest HP opponent.
Attack , bypassing Armor, Dodge.
Target fastest opponent.
Remove Speed increase.
Target Self.
Shield 50% for 2 turns, 2 attacks.

Pelorosuchus is an ambush herbivore whose main source of food is tree leaves. Able to topple trees with its considerable acceleration speed and body weight, Pelorosuchus has often drawn comparisons to the work of lumberjacks.
Permanent protection · 100% = immune
Damage follows your build, before battle effects.
Target Self.
Cleanse Vulnerability.
Cleanse Damage reduction.
Target lowest HP opponent.
Attack , bypassing Armor, Dodge.
Target fastest opponent.
Remove Speed increase.
Target Self.
Shield 50% for 2 turns, 2 attacks.
Target Self.
Cleanse.
Increase Damage 25% for 2 turns, 4 attacks.
Increase Armor 25% for 2 turns, 4 attacks.
Target highest HP opponent.
Reduce Speed 50% for 2 turns, 4 attacks.
Attack .
Damage over time 25% per turn for 2 turns.
Cooldown: 2.
Priority.
Target highest HP opponent.
Cleanse.
Swap out.
Target Self.
Increase Damage 25% for 2 turns, 4 attacks.
Increase Speed 25% for 2 turns, 4 attacks.
Delay: 1. Cooldown: 2.
Priority.
Target lowest HP opponent.
Attack , bypassing Armor.
Devour heal 40% over 3 turns.
Target Self.
Shield 50% for 2 turns, 4 attacks.
Increase Armor 25% for 2 turns, 4 attacks.
Delay: 1. Cooldown: 3.
Used instead on the turn it enters after a teammate is knocked out.
Target lowest HP opponent.
Attack , bypassing Armor.
Devour heal 60% over 3 turns.
Target Self.
Shield 50% for 3 turns, 4 attacks.
Increase Armor 50% for 2 turns, 4 attacks.
Cooldown: 2.
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 10% for 2 turns, 4 attacks.
Increase Armor 10% for 2 turns, 4 attacks.
Target all opponents.
Attack , bypassing Absorb.
Target all allies.
Increase Damage 15% for 2 turns, 4 attacks.
Target Self.
Increase Damage 20% for 2 turns, 4 attacks.
Target all allies.
Increase Armor 15% for 2 turns, 4 attacks.
Target Self.
Increase Armor 5% for 2 turns, 4 attacks.
Heal 25% max HP.
Target all opponents.
Attack , bypassing Armor, Dodge, Absorb.
Target Self.
Lockdown 2 turns.
Target all opponents.
Attack , bypassing Armor, Dodge, Absorb.
Destroy shields.
Target Self.
Lockdown 2 turns.
Target all opponents.
Destroy shields.
Attack , bypassing Armor, Absorb.
Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.
Keeping 0 speed tiers (116 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 | 4,700 | 7,050 | |
| Damage | 1,050 | 1,575 | |
| Speed | 116 | 156 | |
| Armor | 10% | 10% | |
| Crit chance | 15% | 15% | |
| Crit damage | 1.3× | 1.3× |
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 200 DNA separately. Enhancement, milestone and training costs are additional.
| Level reached | DNA | Coins | Base health | Base damage |
|---|---|---|---|---|
| 17 | 100 | 15,000 | 3,029 | 676 |
| 18 | 150 | 20,000 | 3,180 | 710 |
| 19 | 200 | 30,000 | 3,340 | 746 |
| 20 | 250 | 40,000 | 3,507 | 783 |
| 21 | 300 | 50,000 | 3,682 | 822 |
| 22 | 350 | 60,000 | 3,866 | 863 |
| 23 | 400 | 70,000 | 4,059 | 906 |
| 24 | 500 | 80,000 | 4,262 | 952 |
| 25 | 750 | 90,000 | 4,476 | 1,000 |
| 26 | 1,000 | 100,000 | 4,700 | 1,050 |
| 27 | 1,250 | 120,000 | 4,935 | 1,102 |
| 28 | 1,500 | 150,000 | 5,181 | 1,157 |
| 29 | 2,000 | 200,000 | 5,440 | 1,215 |
| 30 | 2,500 | 250,000 | 5,712 | 1,276 |
| 31 | 3,000 | 250,000 | 5,969 | 1,333 |
| 32 | 3,000 | 250,000 | 6,204 | 1,386 |
| 33 | 3,000 | 250,000 | 6,439 | 1,438 |
| 34 | 3,000 | 250,000 | 6,697 | 1,496 |
| 35 | 3,000 | 250,000 | 7,050 | 1,575 |
To beat Pelorosuchus, bring Nanophosaurus, the best Legendary counter. Use Shielded Recovery Advantage, then Fierce Devouring Rampage to win with about 57% HP left. Overall best: Aliorasuchus (Unique). Pelorosuchus: Aliorasuchus, Distortus Rex and Paralidactylus beat it at level 26, and it beats 376 of 494 creatures.
Each fight is played out move by move. Pelorosuchus sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Legendary counters. Every counter is in the full list below.

Nanophosaurus wins with 2,983 HP left (69%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Nanophosaurus is higher level or boosted, this win only gets safer; if Pelorosuchus 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 Pelorosuchus 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.