Build options
Compare QuetzalvexusCreate a custom version

Your build

Health
4,275
Damage
1,750
Speed
129
Armor
15%
Crit chance
30%
Crit damage
1.55×

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
50%
Affliction
0%
Healing reduction
75%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Quetzalvexus 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.

Cunning Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Destroy shields. Remove Taunt. Attack , bypassing Armor. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase.

Above 50% HP

Priority.

Target all allies. Increase Crit Chance 100% for 2 turns, 4 attacks.

Target Self. Increase Speed 20% for 2 turns, 4 attacks. Increase Damage 15% for 2 turns, 2 attacks.

Target all opponents. Remove all positive effects. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

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

Priority.

Target all allies. Increase Crit Chance 100% for 2 turns, 4 attacks.

Target Self. Increase Speed 20% for 2 turns, 4 attacks.

Target all opponents. Attack , bypassing Absorb. Stun 75% chance for 1 turn. Remove Damage increase. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

Priority.

Target highest damage opponent. Destroy shields.

Target highest HP opponent. Attack , bypassing Armor. Devour heal 40% over 2 turns. Remove all positive effects. Reduce Armor 75% for 1 turn, 4 attacks.

Target highest damage opponent. Reduce Healing 50% for 2 turns, 4 attacks. Stun 100% chance for 1 turn.

Target highest HP opponent. Damage over time 40% per turn for 2 turns.

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

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.

Target Self. Cleanse Damage over time.

Target all opponents. Remove Crit increase.

Target highest damage opponent. 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.

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. Devour heal 10% over 3 turns.

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.

Target Self. Lockdown 2 turns.

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 (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.

StatCurrentIndividual ceilingTry a focused build
Health4,2756,412
Damage1,7502,625
Speed129169
Armor15%15%
Crit chance30%30%
Crit damage1.55×1.55×

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 reachedDNACoinsBase healthBase damage
27100120,0004,4881,837
28150150,0004,7131,929
29200200,0004,9482,025
30250250,0005,1962,127
31400250,0005,4292,222
32400250,0005,6432,310
33400250,0005,8562,397
34400250,0006,0912,493
35400250,0006,4122,625
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.

5,150 / 5,150 HP
VSReady
Quetzalvexus, an Apex creature in Jurassic World Alive
Quetzalvexus
4,275 / 4,275 HP

If Quetzalvexus opens with…

  1. Turn 12,348 vs 2,315 HP
  2. Turn 21,221 vs 0 HP

Proto Lux wins with 1,221 HP left (24%).

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.

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All 5 creatures that can beat Quetzalvexus

Showing 4 of 4 Apex

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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 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.