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.
Stat
Current
Individual ceiling
Try a focused build
Health
4,200
6,300
Damage
1,100
1,650
Speed
104
144
Armor
10%
10%
Crit chance
30%
30%
Crit damage
1.25×
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 reached
DNA
Coins
Base health
Base damage
12
100
2,000
2,121
555
13
150
4,000
2,227
583
14
200
6,000
2,338
612
15
250
8,000
2,455
643
16
300
10,000
2,578
675
17
350
15,000
2,707
709
18
400
20,000
2,842
744
19
500
30,000
2,984
781
20
750
40,000
3,134
820
21
1,000
50,000
3,290
861
22
1,250
60,000
3,455
904
23
1,500
70,000
3,627
950
24
2,000
80,000
3,809
997
25
2,500
90,000
4,000
1,047
26
3,000
100,000
4,200
1,100
27
3,500
120,000
4,410
1,155
28
4,000
150,000
4,630
1,212
29
5,000
200,000
4,861
1,273
30
7,500
250,000
5,105
1,337
31
10,000
250,000
5,334
1,397
32
10,000
250,000
5,544
1,452
33
10,000
250,000
5,754
1,507
34
10,000
250,000
5,985
1,567
35
10,000
250,000
6,300
1,650
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.
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.
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.