Target highest HP opponent.
Attack .
Vulnerable 50% for 1 turn, 2 attacks.
How to beat Purussaurus: counters that win
To beat Purussaurus, bring Herrerasaurus, the best Rare counter. Use Stunning Impact, then Cunning Rampage to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Purussaurus: Aliorasuchus, Quetzalvexus and Baryotor beat it at level 26, and it beats 76 of 494 creatures.
How to beat Purussaurus with Herrerasaurus, move by move
- If Purussaurus opens with Vulnerability Strike: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.
- If Purussaurus opens with Binding Impact: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.
- If Purussaurus opens with Ferocious Impact: Stunning Impact, then Cunning Rampage. Wins with 100% HP left.
Each fight is played out move by move. Purussaurus 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.

If Purussaurus opens with…
- Turn 14,200 vs 2,516 HP
- Herrerasaurus uses Stunning Impact1,984 damageStuns
- Purussaurus picks Vulnerability Strike, but Herrerasaurus acts first and stuns it with Stunning Impact, so Vulnerability Strike never happens.
- Turn 24,200 vs 0 HP
- Herrerasaurus uses Cunning Rampage2,645 damage
Herrerasaurus wins with 4,200 HP left (100%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Herrerasaurus is higher level or boosted, this win only gets safer; if Purussaurus is, it can turn the result, so check both builds first.
All 406 creatures that can beat Purussaurus
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.
Purussaurus beats 76 creatures
IrritatorRareWins52% HP left
Compsognathus Gen 2RareWins48% HP left
TuojiangosaurusRareWins43% HP left
GorgosaurusRareWins41% HP left
Tyrannosaurus Rex Gen 2RareWins37% HP left
TupandactylusRareWins36% HP left
DeltaRareWins31% HP left
MegalosaurusRareWins30% HP left
Dire WolfRareWins28% HP left
CarnotaurusRareWins26% HP left
SkorpiovenatorRareWins25% HP left
ArambourgianiaRareWins19% HP left
AmargasaurusRareWins14% HP left
EdmontosaurusRareWins12% HP left
FukuisaurusRareWins9% HP left
InostheriumRareWins6% HP left
UtahraptorRareWins6% HP left
MegalocerosRareWins4% HP left
EchoRareWins4% HP left
PostosuchusRareWins3% HP left
DimetrodonRareWins3% HP left
BajadasaurusRareWins3% HP left
TriceratopsRareWins 72%49% HP left
OrnithomimusRareWins 58%18% HP left
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 Purussaurus 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.

