Build options
Compare RaptocerasCreate a custom version

Your build

Health
4,525
Damage
1,625
Speed
128
Armor
25%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Raptoceras reactive Unlocks at enhancement 5

After each action phase, if the opponent has stun.

Self. increase Damage by 25% for 2 turns.

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.

Target Self. Cleanse Damage over time. Cleanse Damage reduction.

Target fastest opponent. Remove all positive effects.

Target lowest HP opponent. Reduce Damage 50% for 1 turn, 2 attacks.

Target highest damage opponent. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Target lowest HP opponent. Attack .

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

Target highest damage opponent. Remove all positive effects. Reduce all resistance 50% for 2 turns. Reduce Damage 50% for 2 turns, 4 attacks. Reduce Armor 50% for 2 turns, 4 attacks.

Cooldown: 1.

Target Self. Cleanse Damage reduction. Heal 2,437. Cleanse.

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

Delay: 1. Cooldown: 2.

Shielded Devastation move icon from Jurassic World Alive

Target highest HP opponent. Attack , bypassing Dodge.

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

Delay: 2. Cooldown: 2.

Alert Ankle Breaking Juke move icon from Jurassic World Alive

Above 50% HP

Target highest damage opponent. Stun 100% chance for 1 turn.

Target Self. Lockdown 2 turns.

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

Target highest damage opponent. Reduce Damage 75% for 1 turn, 2 attacks.

Target attacker. Reduce Speed 100% for 2 turns.

Target highest damage opponent. Remove Crit increase. Remove Damage increase.

Target Self. Lockdown 2 turns.

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 (128 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
Health4,5256,787
Damage1,6252,437
Speed128168
Armor25%25%
Crit chance10%10%
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
2210060,0003,7221,336
2315070,0003,9081,403
2420080,0004,1041,473
2525090,0004,3091,547
26300100,0004,5251,625
27350120,0004,7511,706
28400150,0004,9881,791
29500200,0005,2381,881
30750250,0005,5001,975
311,000250,0005,7462,063
321,000250,0005,9732,145
331,000250,0006,1992,226
341,000250,0006,4482,315
351,000250,0006,7872,437
26 left
HP 4,525DMG 1,625SPD 128
Simulated battles · Level 26 vs 26 · No boosts

How to beat Raptoceras: counters that win

Battle level
75 of 494 beat it397 it beats

To beat Raptoceras, bring Giganyx, the best Unique counter. Use Ferocious Restore, then Fierce Devouring Rampage to win with about 100% HP left. Overall best: Becklejara (Apex). Raptoceras: Becklejara, Giganyx and Indolycan beat it at level 26, and it beats 397 of 494 creatures.

How to beat Raptoceras with Giganyx, move by move

  • If Raptoceras opens with Cunning Resilient Strike: Ferocious Restore, then Fierce Devouring Rampage. Wins with 100% HP left.
  • If Raptoceras opens with Afflicting Nullification: Ferocious Restore, then Fierce Devouring Rampage. Wins with 100% HP left.

Each fight is played out move by move. Raptoceras 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.

5,100 / 5,100 HP
VSReady
Raptoceras, a Unique creature in Jurassic World Alive
Raptoceras
4,525 / 4,525 HP

If Raptoceras opens with…

  1. Turn 15,085 vs 4,525 HP
  2. Turn 25,100 vs 0 HP

Giganyx wins with 5,100 HP left (100%).

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

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All 75 creatures that can beat Raptoceras

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 31 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 Raptoceras 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.