Build options
Compare RajasaurusCreate a custom version

Your build

Health
4,200
Damage
1,100
Speed
104
Armor
10%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
25%
Damage reduction
50%
Rend
0%
Speed reduction
0%
Stun
0%
Swap prevention
0%
Taunt
0%
Vulnerability
50%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts in the build bar at the bottom of the screen.

Move set

Damage follows your build, before battle effects.

Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target fastest opponent. 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.

Priority.

Target highest damage opponent. Attack .

Target Self. Shield 50% for 1 turn, 2 attacks. Heal 10% max HP.

Cooldown: 1.

Taunting Resilient Group Impact move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb. Vulnerable 50% for 2 turns, 1 attack.

Target all allies. Shield 50% for 2 turns, 2 attacks.

Target Self. Taunt 2 turns.

Cooldown: 2.

Target attacker. Attack , bypassing Armor. Reduce Healing 25% for 2 turns.

Critical Obstruction move icon from Jurassic World Alive

Target Self. Increase Crit Chance 30% for 2 turns, 2 attacks.

Target escaping opponent. Prevent swap 1 turn.

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 (104 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. 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
Health4,2006,300
Damage1,1001,650
Speed104144
Armor10%10%
Crit chance30%30%
Crit damage1.25×1.25×

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 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0002,121555
131504,0002,227583
142006,0002,338612
152508,0002,455643
1630010,0002,578675
1735015,0002,707709
1840020,0002,842744
1950030,0002,984781
2075040,0003,134820
211,00050,0003,290861
221,25060,0003,455904
231,50070,0003,627950
242,00080,0003,809997
252,50090,0004,0001,047
263,000100,0004,2001,100
273,500120,0004,4101,155
284,000150,0004,6301,212
295,000200,0004,8611,273
307,500250,0005,1051,337
3110,000250,0005,3341,397
3210,000250,0005,5441,452
3310,000250,0005,7541,507
3410,000250,0005,9851,567
3510,000250,0006,3001,650
26 left
HP 4,200DMG 1,100SPD 104
Simulated battles · Level 26 vs 26 · No boosts

How to beat Rajasaurus: counters that win

Battle level
203 of 494 beat it241 it beats

To beat Rajasaurus, bring Ampelosaurus, the best Epic counter. Use Shielded Impact, then Group Brace, then Superior Vulnerability, then Shielded Impact, then Group Brace, then Superior Vulnerability to win with about 89% HP left. Overall best: Indolycan (Apex). Rajasaurus: Indolycan, Quetzalvexus and Distortus Rex beat it at level 26, and it beats 241 of 494 creatures.

How to beat Rajasaurus with Ampelosaurus, move by move

  • If Rajasaurus opens with Resilient Strike: Shielded Impact, then Group Brace, then Superior Vulnerability, then Shielded Impact, then Group Brace, then Superior Vulnerability. Wins with 92% HP left.
  • If Rajasaurus opens with Instant Shield Impact: Shielded Impact, then Group Brace, then Superior Vulnerability, then Shielded Impact, then Group Brace, then Superior Vulnerability. Wins with 89% HP left.
  • If Rajasaurus opens with Taunting Resilient Group Impact: Shielded Impact, then Group Brace, then Superior Vulnerability, then Shielded Impact, then Group Brace, then Superior Vulnerability. Wins with 89% HP left.

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

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

5,000 / 5,000 HP
VSReady
Rajasaurus, an Epic creature in Jurassic World Alive
Rajasaurus
4,200 / 4,200 HP

If Rajasaurus opens with…

  1. Turn 1Most likely roll4,114 vs 2,560 HP
  2. Turn 25,000 vs 2,560 HP
    • Ampelosaurus uses Group BracePriority+886 HP
    • Rajasaurus is stunned and loses the turn
  3. Turn 34,890 vs 1,468 HP
  4. Turn 4Most likely roll3,560 vs 385 HP
  5. Turn 54,760 vs 385 HP
    • Ampelosaurus uses Group BracePriority+1,200 HP
    • Rajasaurus is stunned and loses the turn
  6. Turn 64,650 vs 0 HP

Ampelosaurus wins with 4,650 HP left (93%).

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

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All 203 creatures that can beat Rajasaurus

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 24 Epic

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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 Rajasaurus 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.