Build options
Compare PelorosuchusCreate a custom version

Your build

Health
4,700
Damage
1,050
Speed
116
Armor
10%
Crit chance
15%
Crit damage
1.3×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
65%
Rend
0%
Speed reduction
0%
Stun
75%
Swap prevention
0%
Taunt
0%
Vulnerability
50%
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.

Shielded Heavy Strike move icon from Jurassic World Alive

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.

RevengeDetails of the Revenge form

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.

Resounding Aggression move icon from Jurassic World Alive

Resounding Aggression

Counter-attack

Above 50% HP

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.

50% HP or lessDetails of the 50% HP or less form

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.

Alert Swap in Precise Rampage move icon from Jurassic World Alive

Above 50% HP

Target all opponents. Attack , bypassing Armor, Dodge, Absorb.

Target Self. Lockdown 2 turns.

50% HP or lessDetails of the 50% HP or less form

Target all opponents. Attack , bypassing Armor, Dodge, Absorb. Destroy shields.

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 (116 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
Health4,7007,050
Damage1,0501,575
Speed116156
Armor10%10%
Crit chance15%15%
Crit damage1.3×1.3×

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

Evolution & creation costs
From creation to level 264,000 DNA555,000 coins

Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0003,029676
1815020,0003,180710
1920030,0003,340746
2025040,0003,507783
2130050,0003,682822
2235060,0003,866863
2340070,0004,059906
2450080,0004,262952
2575090,0004,4761,000
261,000100,0004,7001,050
271,250120,0004,9351,102
281,500150,0005,1811,157
292,000200,0005,4401,215
302,500250,0005,7121,276
313,000250,0005,9691,333
323,000250,0006,2041,386
333,000250,0006,4391,438
343,000250,0006,6971,496
353,000250,0007,0501,575
26 left
HP 4,700DMG 1,050SPD 116
Simulated battles · Level 26 vs 26 · No boosts

How to beat Pelorosuchus: counters that win

Battle level
81 of 494 beat it376 it beats

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.

How to beat Pelorosuchus with Nanophosaurus, move by move

  • If Pelorosuchus opens with Shielded Heavy Strike: Shielded Recovery Advantage, then Fierce Devouring Rampage. Wins with 69% HP left.
  • If Pelorosuchus opens with Intimidating Wounding Impact: Shielded Recovery Advantage, then Fierce Devouring Rampage. Wins with 57% HP left.

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.

4,350 / 4,350 HP
VSReady
Pelorosuchus, a Legendary creature in Jurassic World Alive
Pelorosuchus
4,700 / 4,700 HP

If Pelorosuchus opens with…

  1. Turn 13,493 vs 2,630 HP
  2. Turn 22,983 vs 0 HP

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.

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All 81 creatures that can beat Pelorosuchus

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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 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.