Build options
Compare PyrorixisCreate a custom version

Your build

Health
4,500
Damage
1,500
Speed
128
Armor
10%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
0%
Damage reduction
50%
Rend
25%
Speed reduction
75%
Stun
25%
Swap prevention
0%
Taunt
0%
Vulnerability
75%
Armor reduction
0%
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+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Pyrorixis reactive Unlocks at enhancement 5

After each action phase, if this creature has swap prevention.

Self. increase Crit Chance by 25% for 2 turns, 2 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.

Dispersed Cautious Strike move icon from Jurassic World Alive

Target Self. Increase Speed 10% for 1 turn. Dodge 75% chance, 67% of damage, for 1 turn, 1 attack.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks. Attack , bypassing Dodge, Absorb.

Greater Nullification move icon from Jurassic World Alive

Priority.

Target most positive effects opponent. Remove all positive effects.

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 1.

Instant Precise Impact move icon from Jurassic World Alive

Priority.

Target fastest opponent. Attack , bypassing Armor, Dodge.

Cooldown: 1.

Berserk Decimating Wound move icon from Jurassic World Alive

Acts last.

Target Self. Sacrifice 33% max HP.

Target highest HP opponent. Damage over time 25% per turn for 2 turns. Destroy shields.

Target lowest HP opponent. Attack , bypassing Armor.

Target Self. Lockdown 1 turn.

Cooldown: 2.

Ferocious Counter Stun move icon from Jurassic World Alive

Target Self. Increase Damage 25% for 1 turn, 1 attack.

Target attacker. Stun 66% chance for 1 turn.

Swap in Nullification move icon from Jurassic World Alive

Target most positive effects opponent. Remove all effects.

Target Self. Lockdown 2 turns.

No Escape

On escape

Target escaping opponent. Prevent swap 1 turn.

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 (128 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
Health4,5006,750
Damage1,5002,250
Speed128168
Armor10%10%
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 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,7021,234
2315070,0003,8871,295
2420080,0004,0811,360
2525090,0004,2851,428
26300100,0004,5001,500
27350120,0004,7251,574
28400150,0004,9611,653
29500200,0005,2091,736
30750250,0005,4691,823
311,000250,0005,7151,905
321,000250,0005,9401,980
331,000250,0006,1652,055
341,000250,0006,4122,137
351,000250,0006,7502,250
26 left
HP 4,500DMG 1,500SPD 128
Simulated battles · Level 26 vs 26 · No boosts

How to beat Pyrorixis: counters that win

Battle level
75 of 494 beat it363 it beats

To beat Pyrorixis, bring Raptoceras, the best Unique counter. Use Afflicting Nullification, then Rejuvenating Stunning Impact, then Cunning Resilient Strike to win with about 58% HP left. Overall best: Shantrospinos (Apex). Pyrorixis: Shantrospinos, Quetzalvexus and Plateorex beat it at level 26, and it beats 363 of 494 creatures.

How to beat Pyrorixis with Raptoceras, move by move

  • If Pyrorixis opens with Dispersed Cautious Strike: Afflicting Nullification, then Cunning Resilient Strike, then Rejuvenating Stunning Impact. Wins with 84% HP left.
  • If Pyrorixis opens with Greater Nullification: Afflicting Nullification, then Cunning Resilient Strike, then Rejuvenating Stunning Impact. Wins with 95% HP left.
  • If Pyrorixis opens with Instant Precise Impact: Afflicting Nullification, then Cunning Resilient Strike, then Rejuvenating Stunning Impact. Wins with 65% HP left.
  • If Pyrorixis opens with Berserk Decimating Wound: Afflicting Nullification, then Rejuvenating Stunning Impact, then Cunning Resilient Strike. Wins with 58% HP left.

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

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

4,525 / 4,525 HP
VSReady
Pyrorixis, a Unique creature in Jurassic World Alive
Pyrorixis
4,500 / 4,500 HP

If Pyrorixis opens with…

  1. Turn 1Most likely roll3,949 vs 4,500 HP
  2. Turn 23,384 vs 1,336 HP
  3. Turn 3Most likely roll3,515 vs 0 HP

Raptoceras wins with 3,515 HP left (78%).

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

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All 75 creatures that can beat Pyrorixis

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 28 Unique

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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 Pyrorixis 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.