Build options
Compare RajadorixisCreate a custom version

Your build

Health
5,100
Damage
1,650
Speed
124
Armor
20%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
50%
Damage reduction
75%
Rend
25%
Speed reduction
Immune
Stun
75%
Swap prevention
67%
Taunt
0%
Vulnerability
50%
Armor reduction
0%
Affliction
75%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Rajadorixis reactive Unlocks at enhancement 5

At the start of the turn, if this creature's HP is 34% or less.

Self. heal 1x damage.

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.

Cautious Group Strike move icon from Jurassic World Alive

Target Self. Increase Speed 10% for 1 turn. Dodge 75% chance, 67% of damage, for 1 turn, 4 attacks.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack , bypassing Dodge.

Priority.

Target most positive effects opponent. Remove all positive effects.

Target highest damage opponent. Vulnerable 50% for 2 turns, 2 attacks. Reduce Damage 100% for 2 turns, 2 attacks.

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction. Heal 1,650. Cleanse. Shield 50% for 2 turns, 4 attacks.

Target highest HP opponent. Destroy shields.

Target Self. Increase Armor 15% for 2 turns, 2 attacks.

Cooldown: 1.

Acts last.

Target Self. Sacrifice 33% max HP. Cleanse Damage reduction.

Target highest HP opponent. Vulnerable 50% for 2 turns, 2 attacks. Destroy shields. Attack , bypassing Dodge.

Target Self. Lockdown 1 turn.

Cooldown: 2.

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 (124 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
Health5,1007,650
Damage1,6502,475
Speed124164
Armor20%20%
Crit chance30%30%
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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0005,3551,732
28150150,0005,6221,819
29200200,0005,9031,910
30250250,0006,1992,005
31400250,0006,4772,095
32400250,0006,7322,178
33400250,0006,9872,260
34400250,0007,2672,351
35400250,0007,6502,475
26 left
HP 5,100DMG 1,650SPD 124
Simulated battles · Level 26 vs 26 · No boosts

How to beat Rajadorixis: counters that win

Battle level
14 of 494 beat it410 it beats

To beat Rajadorixis, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Defensive Rampage to win with about 76% HP left. Rajadorixis: Shantrospinos, Titanotholus and Coelocephalus beat it at level 26, and it beats 410 of 494 creatures.

How to beat Rajadorixis with Shantrospinos, move by move

  • If Rajadorixis opens with Cautious Group Strike: Evasive Wounding Charge, then Defensive Rampage. Wins with 83% HP left.
  • If Rajadorixis opens with Debilitating Nullification: Evasive Wounding Charge, then Defensive Rampage. Wins with 76% HP left.
  • If Rajadorixis opens with Greater Shield: Evasive Wounding Charge, then Defense Shattering Wound, then Defensive Rampage, then Evasive Wounding Charge. Wins with 77% HP left.
  • If Rajadorixis opens with Berserk Decimation: Evasive Wounding Charge, then Defensive Rampage. Wins with 86% HP left.

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

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

4,800 / 4,800 HP
VSReady
Rajadorixis, an Apex creature in Jurassic World Alive
Rajadorixis
5,100 / 5,100 HP

If Rajadorixis opens with…

  1. Turn 1Most likely roll3,470 vs 3,825 HP
  2. Turn 23,971 vs 0 HP

Shantrospinos wins with 3,971 HP left (83%).

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

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All 14 creatures that can beat Rajadorixis

Showing 12 of 12 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 Rajadorixis 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.