Build options
Compare QuetzaljaraCreate a custom version

Your build

Health
4,650
Damage
1,450
Speed
123
Armor
10%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
33%
Damage reduction
50%
Rend
66%
Speed reduction
Immune
Stun
Immune
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
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

Quetzaljara reactive Unlocks at enhancement 5

At the start of the turn, if the opponent has affliction.

Self. increase Damage by 10% for 2 turns.

Highest damage opponent. reduce Damage by 10% for 2 turns.

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.

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 .

Alert Harpy move icon from Jurassic World Alive

Above 50% HP

Target highest HP opponent. Attack . Reduce Speed 50% for 2 turns, 4 attacks. Damage over time 20% per turn for 2 turns.

Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target Self. Heal 50% max HP. Increase Armor 25% for 2 turns, 4 attacks. Increase Crit Chance 50% for 2 turns, 1 attack.

Cooldown: 2.

Target all opponents. Attack , bypassing Absorb. Reduce all resistance 33% for 2 turns, 4 attacks.

Cooldown: 2.

Priority.

Target highest HP opponent. Attack .

Target Self. Dodge 100% chance, 67% of damage, for 1 turn, 2 attacks.

Delay: 1. Cooldown: 2.

Wounding Counter move icon from Jurassic World Alive

Wounding Counter

Counter-attack

Target attacker. Damage over time 33% per turn for 1 turn.

Target Self. Shield 50% for 1 turn, 2 attacks.

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

Target Self. Lockdown 2 turns.

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 (123 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
Health4,6506,975
Damage1,4502,175
Speed123163
Armor10%10%
Crit chance20%20%
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
2210060,0003,8251,192
2315070,0004,0161,252
2420080,0004,2171,315
2525090,0004,4281,380
26300100,0004,6501,450
27350120,0004,8821,522
28400150,0005,1261,598
29500200,0005,3821,678
30750250,0005,6521,762
311,000250,0005,9051,841
321,000250,0006,1381,914
331,000250,0006,3701,986
341,000250,0006,6262,066
351,000250,0006,9752,175
26 left
HP 4,650DMG 1,450SPD 123
Simulated battles · Level 26 vs 26 · No boosts

How to beat Quetzaljara: counters that win

Battle level
92 of 494 beat it360 it beats

To beat Quetzaljara, bring Paralitrosaurus, the best Unique counter. Use Bellowing Shielded Advantage, then Payback Wounding Rampage to win with about 95% HP left. Overall best: Paralidactylus (Apex). Quetzaljara: Paralidactylus, Shantrospinos and Paralitrosaurus beat it at level 26, and it beats 360 of 494 creatures.

How to beat Quetzaljara with Paralitrosaurus, move by move

  • If Quetzaljara opens with Cunning Strike: Bellowing Shielded Advantage, then Payback Wounding Rampage. Wins with 95% HP left.
  • If Quetzaljara opens with Alert Harpy: Bellowing Shielded Advantage, then Payback Wounding Rampage. Wins with 100% HP left.
  • If Quetzaljara opens with Group Afflicting Impact: Bellowing Shielded Advantage, then Payback Wounding Rampage. Wins with 95% HP left.

Each fight is played out move by move. Quetzaljara 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.

4,950 / 4,950 HP
VSReady
Quetzaljara, a Unique creature in Jurassic World Alive
Quetzaljara
4,650 / 4,650 HP

If Quetzaljara opens with…

  1. Turn 14,494 vs 4,650 HP
  2. Turn 24,678 vs 0 HP

Paralitrosaurus wins with 4,678 HP left (95%).

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

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All 92 creatures that can beat Quetzaljara

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 38 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 Quetzaljara 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.