Build options
Compare PyroraptorCreate a custom version

Your build

Health
3,150
Damage
1,500
Speed
129
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

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

Target lowest HP opponent. Attack .

High Pounce move icon from Jurassic World Alive

Target highest damage opponent. Attack . Reduce Damage 50% for 1 turn, 2 attacks.

Cooldown: 1.

Instant Distraction move icon from Jurassic World Alive

Priority.

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

Cooldown: 1.

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 (129 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
Health3,1504,725
Damage1,5002,250
Speed129169
Armor0%0%
Crit chance5%5%
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 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0001,591757
131504,0001,670795
142006,0001,753835
152508,0001,841877
1630010,0001,933920
1735015,0002,030966
1840020,0002,1311,015
1950030,0002,2381,066
2075040,0002,3501,119
211,00050,0002,4681,175
221,25060,0002,5911,234
231,50070,0002,7201,295
242,00080,0002,8571,360
252,50090,0003,0001,428
263,000100,0003,1501,500
273,500120,0003,3071,574
284,000150,0003,4721,653
295,000200,0003,6461,736
307,500250,0003,8281,823
3110,000250,0004,0001,905
3210,000250,0004,1581,980
3310,000250,0004,3152,055
3410,000250,0004,4882,137
3510,000250,0004,7252,250
26 left
HP 3,150DMG 1,500SPD 129
Simulated battles · Level 26 vs 26 · No boosts

How to beat Pyroraptor: counters that win

Battle level
351 of 494 beat it122 it beats

To beat Pyroraptor, bring Saurolyth, the best Epic counter. Use Dodging Shriek, then Ferocious Shielded Heal, then Cunning Rampage, then Dodging Shriek to win with about 91% HP left. Overall best: Aquilosaurus (Unique). Pyroraptor: Aquilosaurus, Aquilotae and Compsovenator beat it at level 26, and it beats 122 of 494 creatures.

How to beat Pyroraptor with Saurolyth, move by move

  • If Pyroraptor opens with Cunning Strike: Dodging Shriek, then Ferocious Shielded Heal, then Cunning Rampage, then Dodging Shriek. Wins with 91% HP left.
  • If Pyroraptor opens with High Pounce: Dodging Shriek, then Ferocious Shielded Heal, then Cunning Rampage, then Dodging Shriek. Wins with 93% HP left.
  • If Pyroraptor opens with Instant Distraction: Dodging Shriek, then Cunning Rampage. Wins with 100% HP left.

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

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

3,700 / 3,700 HP
VSReady
Pyroraptor, an Epic creature in Jurassic World Alive
Pyroraptor
3,150 / 3,150 HP

If Pyroraptor opens with…

  1. Turn 1Most likely roll3,249 vs 1,450 HP
  2. Turn 2Most likely roll3,475 vs 1,450 HP
  3. Turn 33,475 vs 600 HP
  4. Turn 43,475 vs 0 HP

Saurolyth wins with 3,475 HP left (94%).

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

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All 351 creatures that can beat Pyroraptor

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 64 Epic

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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 Pyroraptor 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.