Target highest HP opponent.
Attack .
Vulnerable 50% for 1 turn, 2 attacks.
How to beat Purussaurus Gen 2: counters that win
To beat Purussaurus Gen 2, bring Shantungosaurus, the best Common counter. Use Defensive Impact, then Group Shattering Strike, then Defensive Impact to win with about 88% HP left. Overall best: Aliorasuchus (Unique). Purussaurus Gen 2: Aliorasuchus, Indolycan and Quetzalvexus beat it at level 26, and it beats 30 of 494 creatures.
How to beat Purussaurus Gen 2 with Shantungosaurus, move by move
- If Purussaurus Gen 2 opens with Vulnerability Strike: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 88% HP left.
- If Purussaurus Gen 2 opens with Binding Impact: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 94% HP left.
Each fight is played out move by move. Purussaurus Gen 2 sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Common counters. Every counter is in the full list below.

If Purussaurus Gen 2 opens with…
- Turn 13,627 vs 2,424 HP
- Shantungosaurus uses Defensive ImpactPriority1,776 damage
- Purussaurus Gen 2 uses Vulnerability Strike623 damage
- Turn 22,459 vs 1,240 HP
- Purussaurus Gen 2 uses Binding Impact1,168 damage
- Shantungosaurus uses Group Shattering Strike1,184 damage
- Turn 33,759 vs 0 HP
- Shantungosaurus uses Defensive ImpactPriority2,221 damage+1,300 HP
Shantungosaurus wins with 3,759 HP left (88%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Shantungosaurus is higher level or boosted, this win only gets safer; if Purussaurus Gen 2 is, it can turn the result, so check both builds first.
All 458 creatures that can beat Purussaurus Gen 2
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 Gen 2 beats 30 creatures
MajungasaurusCommonWins57% HP left
Triceratops Gen 2CommonWins57% HP left
EiniosaurusCommonWins51% HP left
ParasaurolophusCommonWins48% HP left
LythronaxCommonWins35% HP left
StegosaurusCommonWins24% HP left
AmphicyonCommonWins18% HP left
Stygimoloch Gen 2CommonWins15% HP left
MiragaiaCommonWins13% HP left
HatzegopteryxCommonWins13% HP left
DeinocheirusCommonWins12% HP left
TanycolagreusCommonWins12% HP left
Dracorex Gen 2CommonWins10% HP left
CoelurosauravusCommonWins7% HP left
GallimimusCommonWins 58%16% 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 Gen 2 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.

