Build options
Compare Proto LuxCreate a custom version

Your build

Health
5,150
Damage
1,500
Speed
115
Armor
25%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
50%
Rend
25%
Speed reduction
Immune
Stun
Immune
Swap prevention
50%
Taunt
0%
Vulnerability
Immune
Armor reduction
50%
Affliction
0%
Healing reduction
0%
Daze
0%

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

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Proto Lux reactive Unlocks at enhancement 5

At the end of the turn, if this creature has Cheat Death.

Self. increase Damage by 15% for 1 turn, 4 attacks.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Target fastest opponent. Remove Cloak.

Target attacker. Remove Dodge.

Target fastest opponent. Attack .

Target Self. Shield 50% for 2 turns, 2 attacks. Increase Healing 33% for 2 turns.

Priority.

Target Self. Cheat death 1 turn, 4 attacks. Shield 50% for 2 turns, 4 attacks. Increase Healing 33% for 2 turns.

Target lowest HP opponent. Remove Cloak. Remove Dodge. Remove Speed increase. Attack . Vulnerable 50% for 2 turns, 4 attacks.

Cooldown: 2.

Alert Retaliatory Impact move icon from Jurassic World Alive

Above 33% HP

Target lowest HP opponent. Attack .

Target Self. Shield 50% for 2 turns, 4 attacks.

Cooldown: 1.

33% HP or lessDetails of the 33% HP or less form

Target lowest HP opponent. Remove all positive effects. Attack . Stun 100% chance for 1 turn.

Cooldown: 2.

Priority.

Target all allies. Cleanse Damage reduction. Heal 2,250.

Target Self. Increase Armor 30% for 2 turns, 4 attacks.

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

Delay: 1. Cooldown: 2.

Above 50% HP

Target Self. Increase Armor 15% for 2 turns, 4 attacks.

Target attacker. Attack .

Target Self. Reduce Speed 25% for 2 turns, 4 attacks.

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

Target Self. Increase Armor 25% for 2 turns, 4 attacks. Increase Healing 50% for 4 turns, 8 attacks.

Target attacker. Attack . Reduce Speed 50% for 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 (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 with enhancement 0. 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
Health5,1507,725
Damage1,5002,250
Speed115155
Armor25%25%
Crit chance10%10%
Crit damage1.25×1.25×

Includes selected enhancements. 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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0005,4071,574
28150150,0005,6771,653
29200200,0005,9611,736
30250250,0006,2591,823
31400250,0006,5401,905
32400250,0006,7981,980
33400250,0007,0552,055
34400250,0007,3382,137
35400250,0007,7252,250
26 left
HP 5,150DMG 1,500SPD 115
Simulated battles · Level 26 vs 26 · No boosts

How to beat Proto Lux: counters that win

Battle level
16 of 494 beat it438 it beats

To beat Proto Lux, bring Paralidactylus, the best Apex counter. Use Bellowing Citadel, then Payback Wounding Rampage, then Dispersed Cunning Strike, then Bellowing Citadel, then Payback Wounding Rampage to win with about 92% HP left. Proto Lux: Paralidactylus, Coelocephalus and Shantrospinos beat it at level 26, and it beats 438 of 494 creatures.

How to beat Proto Lux with Paralidactylus, move by move

  • If Proto Lux opens with Blessed Shield Strike: Bellowing Citadel, then Payback Wounding Rampage, then Dispersed Cunning Strike, then Bellowing Citadel, then Payback Wounding Rampage. Wins with 92% HP left.
  • If Proto Lux opens with Cheater's Resilient Impact: Bellowing Citadel, then Fortifying Thagomizer Sweep, then Bellowing Citadel, then Payback Wounding Rampage. Wins with 96% HP left.
  • If Proto Lux opens with Alert Retaliatory Impact: Bellowing Citadel, then Fortifying Thagomizer Sweep, then Bellowing Citadel, then Payback Wounding Rampage. Wins with 96% HP left.

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

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

5,100 / 5,100 HP
VSReady
Proto Lux, an Apex creature in Jurassic World Alive
Proto Lux
5,150 / 5,150 HP

If Proto Lux opens with…

  1. Turn 15,024 vs 5,150 HP
  2. Turn 25,072 vs 2,703 HP
  3. Turn 35,100 vs 3,206 HP
  4. Turn 45,100 vs 3,206 HP
  5. Turn 55,036 vs 830 HP
  6. Turn 6Most likely roll4,285 vs 0 HP

Paralidactylus wins with 4,285 HP left (84%).

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

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All 16 creatures that can beat Proto Lux

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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 Proto Lux 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.