Build options
Compare RajadotholusCreate a custom version

Your build

Health
4,900
Damage
1,300
Speed
112
Armor
30%
Crit chance
25%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
33%
Damage reduction
50%
Rend
50%
Speed reduction
Immune
Stun
75%
Swap prevention
75%
Taunt
0%
Vulnerability
0%
Armor reduction
Immune
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

Rajadotholus reactive Unlocks at enhancement 5

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

Self. increase Damage by 15% for 2 turns, 2 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.

Slowing Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target fastest opponent. Remove Dodge.

Target attacker. Remove Cloak.

Target fastest opponent. Remove Speed increase. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Target fastest opponent. Reduce Speed 50% for 2 turns, 4 attacks.

Target Self. Heal 20% max HP. Shield 50% for 2 turns, 4 attacks. Increase Armor 50% for 2 turns, 4 attacks.

Target fastest opponent. Vulnerable 50% for 2 turns, 1 attack.

Cooldown: 2.

Taunting Impact move icon from Jurassic World Alive

Target Self. Shield 50% for 2 turns, 4 attacks. Taunt 1 turn.

Target highest damage opponent. Stun 75% chance for 1 turn. Attack .

Cooldown: 2.

Resilient Group Rampage move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target fastest opponent. Remove Speed increase.

Target lowest HP opponent. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Delay: 1. Cooldown: 2.

Target Self. Increase Armor 25% for 2 turns, 4 attacks. Shield 50% for 2 turns, 4 attacks.

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 (112 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
Health4,9007,350
Damage1,3001,950
Speed112152
Armor30%30%
Crit chance25%25%
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
2210060,0004,0311,069
2315070,0004,2321,122
2420080,0004,4441,179
2525090,0004,6661,238
26300100,0004,9001,300
27350120,0005,1451,364
28400150,0005,4021,433
29500200,0005,6721,504
30750250,0005,9551,580
311,000250,0006,2231,651
321,000250,0006,4681,716
331,000250,0006,7131,781
341,000250,0006,9821,852
351,000250,0007,3501,950
26 left
HP 4,900DMG 1,300SPD 112
Simulated battles · Level 26 vs 26 · No boosts

How to beat Rajadotholus: counters that win

Battle level
82 of 494 beat it348 it beats

To beat Rajadotholus, bring Ampelorex, the best Unique counter. Use Taunting Resilient Group Impact, then Intimidating Brace, then Fierce Devouring Rampage to win with about 92% HP left. Overall best: Coelocephalus (Apex). Rajadotholus: Coelocephalus, Spinotops and Indonemys beat it at level 26, and it beats 348 of 494 creatures.

How to beat Rajadotholus with Ampelorex, move by move

  • If Rajadotholus opens with Slowing Resilient Strike: Taunting Resilient Group Impact, then Intimidating Brace, then Fierce Devouring Rampage. Wins with 92% HP left.
  • If Rajadotholus opens with Regenerating Bulwark: Taunting Resilient Group Impact, then Intimidating Brace, then Fierce Devouring Rampage. Wins with 92% HP left.
  • If Rajadotholus opens with Taunting Impact: Taunting Resilient Group Impact, then Intimidating Brace. Wins with 92% HP left.

Each fight is played out move by move. Rajadotholus 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.

5,900 / 5,900 HP
VSReady
Rajadotholus, a Unique creature in Jurassic World Alive
Rajadotholus
4,900 / 4,900 HP

If Rajadotholus opens with…

  1. Turn 14,519 vs 3,232 HP
  2. Turn 2Most likely roll5,629 vs 1,445 HP
  3. Turn 35,635 vs 0 HP

Ampelorex wins with 5,635 HP left (96%).

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

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All 82 creatures that can beat Rajadotholus

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 29 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 Rajadotholus 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.