Build options
Compare QuetzaldracoCreate a custom version

Your build

Health
3,875
Damage
1,600
Speed
120
Armor
0%
Crit chance
20%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

Crit reduction
25%
Bleed (DoT)
75%
Damage reduction
75%
Rend
45%
Speed reduction
25%
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
33%
Armor reduction
0%
Affliction
0%
Healing reduction
25%
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

Quetzaldraco reactive Unlocks at enhancement 5

At the end of the turn, if the opponent has daze.

Highest damage opponent. reduce Damage by 25% for 2 turns, 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.

Predatory Peck move icon from Jurassic World Alive

Target Self. Increase Speed 10% for 2 turns.

Target lowest HP opponent. Attack .

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.

Target Self. Dodge 100% chance, 67% of damage, for 2 turns, 4 attacks.

Target all opponents. Daze 100% for 2 turns. Reduce Damage 50% for 2 turns, 4 attacks. Attack , bypassing Dodge, Absorb.

Cooldown: 2.

Target all opponents. Destroy shields. Attack , 3 hits, bypassing Armor, Dodge, Absorb.

Target fastest opponent. Reduce Speed 50% for 3 turns.

Target most positive effects opponent. Daze 100% for 3 turns.

Cooldown: 2.

Devious Divebomb move icon from Jurassic World Alive

Acts last.

Target Self. Dodge 100% chance, 67% of damage, for 2 turns, 4 attacks.

Target highest damage opponent. Destroy shields.

Target lowest HP opponent. Attack , bypassing Armor, Dodge.

Target highest HP opponent. Reduce Armor 50% for 2 turns, 4 attacks. Stun 100% chance for 1 turn. Damage over time 15% per turn for 3 turns.

Delay: 1. Cooldown: 2.

Target Self. Cleanse Damage over time.

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

Target attacker. Attack , 2 hits.

Obstruction to Flight move icon from Jurassic World Alive

Target escaping opponent. Prevent swap 1 turn.

Target Self. Cleanse. Increase Speed 10% for 1 turn. Increase Crit Chance 25% for 2 turns, 1 attack.

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 (120 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
Health3,8755,812
Damage1,6002,400
Speed120160
Armor0%0%
Crit chance20%20%
Crit damage1.5×1.5×

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
2210060,0003,1871,316
2315070,0003,3471,382
2420080,0003,5141,451
2525090,0003,6901,523
26300100,0003,8751,600
27350120,0004,0681,679
28400150,0004,2721,764
29500200,0004,4851,852
30750250,0004,7101,944
311,000250,0004,9212,032
321,000250,0005,1152,112
331,000250,0005,3082,192
341,000250,0005,5212,280
351,000250,0005,8122,400
26 left
HP 3,875DMG 1,600SPD 120
Simulated battles · Level 26 vs 26 · No boosts

How to beat Quetzaldraco: counters that win

Battle level
74 of 494 beat it401 it beats

To beat Quetzaldraco, bring Aquiraptor, the best Unique counter. Use Alert All Out Resilient Impact to win with about 100% HP left. Quetzaldraco: Aquiraptor, Erlidominus and Indolycan beat it at level 26, and it beats 401 of 494 creatures.

How to beat Quetzaldraco with Aquiraptor, move by move

  • If Quetzaldraco opens with Predatory Peck: Alert All Out Resilient Impact. Wins with 100% HP left.
  • If Quetzaldraco opens with Ear-Piercing Screech: Alert All Out Resilient Impact. Wins with 100% HP left.
  • If Quetzaldraco opens with Harpoon Fleche: Alert All Out Resilient Impact. Wins with 100% HP left.

Each fight is played out move by move. Quetzaldraco 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.

4,200 / 4,200 HP
VSReady
Quetzaldraco, a Unique creature in Jurassic World Alive
Quetzaldraco
3,875 / 3,875 HP

If Quetzaldraco opens with…

  1. Turn 14,200 vs 0 HP
    • Alert All Out Resilient Impact move icon from Jurassic World AliveAquiraptor uses Alert All Out Resilient Impact4,779 damage
    • Quetzaldraco picks Predatory Peck, but Aquiraptor acts first and knocks it out with Alert All Out Resilient Impact, so Predatory Peck never happens.

Aquiraptor wins with 4,200 HP left (100%).

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

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All 74 creatures that can beat Quetzaldraco

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 22 of 22 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 Quetzaldraco 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.