Due to its pointed tail and odd coloring, Quetzalvexus was given the nickname “devil of the sky”. It lives up to the name thanks to its high intelligence and hunting cruelty, leaving smaller prey bleeding as bait for opportunistic predators unaware the tables are about to turn.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
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 (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 with enhancement 0. Each ceiling puts as many available points as possible into that one stat; these are separate builds, not a combined maximum.
Stat
Current
Individual ceiling
Try a focused build
Health
4,275
6,412
Damage
1,750
2,625
Speed
129
169
Armor
15%
15%
Crit chance
30%
30%
Crit damage
1.55×
1.55×
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 260 DNA0 coins
Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.
All evolution costs
Level reached
DNA
Coins
Base health
Base damage
27
100
120,000
4,488
1,837
28
150
150,000
4,713
1,929
29
200
200,000
4,948
2,025
30
250
250,000
5,196
2,127
31
400
250,000
5,429
2,222
32
400
250,000
5,643
2,310
33
400
250,000
5,856
2,397
34
400
250,000
6,091
2,493
35
400
250,000
6,412
2,625
26 left
HP 4,275DMG 1,750SPD 129
Simulated battles · Level 26 vs 26 · No boosts
How to beat Quetzalvexus: counters that win
Battle level
5 of 494 beat it490 it beats
To beat Quetzalvexus, bring Proto Lux, the best Apex counter. Use Cheater's Resilient Impact, then Group Defensive Rampage to win with about 2% HP left. Quetzalvexus: Proto Lux beats it at level 26 (Baryotor and Indolycan win on good rolls), and it beats 490 of 494 creatures.
How to beat Quetzalvexus with Proto Lux, move by move
If Quetzalvexus opens with Cunning Fierce Strike: Cheater's Resilient Impact, then Group Defensive Rampage. Wins with 24% HP left.
If Quetzalvexus opens with Alert Critical Group Defense: Cheater's Resilient Impact, then Group Defensive Rampage. Wins with 24% HP left.
If Quetzalvexus opens with Clipping Divebomb: Cheater's Resilient Impact, then Group Defensive Rampage. Wins with 41% HP left.
If Quetzalvexus opens with Harpoon Fleche: Cheater's Resilient Impact, then Group Defensive Rampage. Wins with 2% HP left.
Each fight is played out move by move. Quetzalvexus sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 4 Apex counters. Every counter is in the full list below.
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Proto Lux is higher level or boosted, this win only gets safer; if Quetzalvexus is, it can turn the result, so check both builds first.
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 Quetzalvexus 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.