Build options
Compare PierceCreate a custom version

Your build

Health
4,800
Damage
1,500
Speed
110
Armor
5%
Crit chance
10%
Crit damage
1.35×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
50%
Rend
50%
Speed reduction
Immune
Stun
50%
Swap prevention
0%
Taunt
0%
Vulnerability
75%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

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

Move set

Damage follows your build, before battle effects.

Priority.

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. Increase Crit Chance 50% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

Target Self. Shield 50% for 2 turns, 4 attacks. Cleanse Damage reduction. Heal 2,250. Taunt 1 turn.

Target highest damage opponent. Attack .

Cooldown: 2.

Target Self. Remove Damage reduction. Cleanse Damage over time.

Target fastest opponent. Remove Speed increase.

Target highest damage opponent. Remove Crit increase. Remove Damage increase.

Target fastest opponent. Attack , bypassing Dodge.

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Cooldown: 1.

Target fastest opponent. Remove Cloak. Remove Dodge. Remove Speed increase. Vulnerable 50% for 2 turns, 4 attacks. Attack , 2 hits, bypassing Armor. Reduce Speed 50% for 2 turns.

Delay: 1. Cooldown: 2.

Target attacker. Attack .

Target Self. Increase Speed 25% for 1 turn, 2 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 (110 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
Health4,8007,200
Damage1,5002,250
Speed110150
Armor5%5%
Crit chance10%10%
Crit damage1.35×1.35×

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
1710015,0003,094966
1815020,0003,2481,015
1920030,0003,4111,066
2025040,0003,5811,119
2130050,0003,7601,175
2235060,0003,9481,234
2340070,0004,1461,295
2450080,0004,3531,360
2575090,0004,5711,428
261,000100,0004,8001,500
271,250120,0005,0401,574
281,500150,0005,2921,653
292,000200,0005,5561,736
302,500250,0005,8341,823
313,000250,0006,0961,905
323,000250,0006,3361,980
333,000250,0006,5762,055
343,000250,0006,8402,137
353,000250,0007,2002,250
26 left
HP 4,800DMG 1,500SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Pierce: counters that win

Battle level
58 of 494 beat it379 it beats

To beat Pierce, bring Paralititan, the best Legendary counter. Use Bellowing Shielded Advantage, then Vulnerable Wounding Rampage, then Instant Shielded Resilient Strike, then Group Fortifying Impact to win with about 28% HP left. Overall best: Shantrospinos (Apex). Pierce: Shantrospinos, Proto Lux and Paralidactylus beat it at level 26, and it beats 379 of 494 creatures.

How to beat Pierce with Paralititan, move by move

  • If Pierce opens with Critical Evasive Strike: Bellowing Shielded Advantage, then Vulnerable Wounding Rampage, then Instant Shielded Resilient Strike, then Group Fortifying Impact. Wins with 28% HP left.
  • If Pierce opens with Taunting Shielded Heal: Bellowing Shielded Advantage, then Vulnerable Wounding Rampage, then Instant Shielded Resilient Strike, then Instant Shielded Resilient Strike. Wins with 41% HP left.
  • If Pierce opens with Determined Impact: Bellowing Shielded Advantage, then Vulnerable Wounding Rampage, then Instant Shielded Resilient Strike, then Group Fortifying Impact. Wins with 41% HP left.

Each fight is played out move by move. Pierce sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 3 Legendary counters. Every counter is in the full list below.

4,850 / 4,850 HP
VSReady
Pierce, a Legendary creature in Jurassic World Alive
Pierce
4,800 / 4,800 HP

If Pierce opens with…

  1. Turn 13,398 vs 4,800 HP
  2. Turn 22,362 vs 668 HP
  3. Turn 31,636 vs 139 HP
  4. Turn 41,345 vs 0 HP

Paralititan wins with 1,345 HP left (28%).

Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Paralititan is higher level or boosted, this win only gets safer; if Pierce is, it can turn the result, so check both builds first.

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All 58 creatures that can beat Pierce

Showing 3 of 3 Legendary

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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 Pierce 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.