Build options
Compare PostosuchusCreate a custom version

Your build

Health
3,000
Damage
1,200
Speed
126
Armor
0%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Group Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target all opponents. Destroy shields. Remove Taunt. Attack , bypassing Armor, Absorb.

Target all allies. Cleanse Damage reduction. Cleanse Crit reduction. Increase Damage 75% for 2 turns, 2 attacks. Increase Crit Chance 15% for 2 turns, 2 attacks.

Target lowest HP opponent. Attack .

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction. Heal 1,200. Cleanse. Increase Damage 10% for 1 turn.

Cooldown: 2.

Swap in Shattering Strike move icon from Jurassic World Alive

Target Self. Lockdown 2 turns.

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor.

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 (126 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
Health3,0004,500
Damage1,2001,800
Speed126166
Armor0%0%
Crit chance20%20%
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 2644,250 DNA588,000 coins

Creation requires 100 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
71002001,187474
81504001,246498
92006001,308523
102508001,374549
113001,0001,442577
123502,0001,515606
134004,0001,590636
145006,0001,670668
157508,0001,754701
161,00010,0001,841736
171,25015,0001,933773
181,50020,0002,030812
192,00030,0002,132852
202,50040,0002,238895
213,00050,0002,350940
223,50060,0002,468987
234,00070,0002,5911,036
245,00080,0002,7201,088
257,50090,0002,8571,142
2610,000100,0003,0001,200
2712,500120,0003,1491,260
2815,000150,0003,3071,323
2920,000200,0003,4721,389
3025,000250,0003,6461,458
3130,000250,0003,8101,524
3230,000250,0003,9601,584
3330,000250,0004,1101,644
3430,000250,0004,2751,710
3530,000250,0004,5001,800
26 left
HP 3,000DMG 1,200SPD 126
Simulated battles · Level 26 vs 26 · No boosts

How to beat Postosuchus: counters that win

Battle level
396 of 494 beat it93 it beats

To beat Postosuchus, bring Leucistic Baryonyx, the best Rare counter. Use Echolocate, then Devouring Wound to win with about 76% HP left. Overall best: Angel (Legendary). Postosuchus: Angel, Aquilosaurus and Aquilotae beat it at level 26, and it beats 93 of 494 creatures.

How to beat Postosuchus with Leucistic Baryonyx, move by move

  • If Postosuchus opens with Group Fierce Strike: Echolocate, then Devouring Wound. Wins with 84% HP left.
  • If Postosuchus opens with Group Ferocity Strike: Echolocate, then Devouring Wound. Wins with 76% HP left.
  • If Postosuchus opens with Adrenaline Pulse: Echolocate, then Devouring Wound. Wins with 93% HP left.

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

The best 5 Rare counters. Every counter is in the full list below.

4,200 / 4,200 HP
VSReady
Postosuchus, a Rare creature in Jurassic World Alive
Postosuchus
3,000 / 3,000 HP

If Postosuchus opens with…

  1. Turn 13,785 vs 3,000 HP
  2. Turn 23,527 vs 0 HP

Leucistic Baryonyx wins with 3,527 HP left (84%).

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

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All 396 creatures that can beat Postosuchus

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 52 Rare

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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 Postosuchus 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.