Build options
Compare RexyCreate a custom version

Your build

Health
4,950
Damage
1,850
Speed
106
Armor
0%
Crit chance
45%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Alert Fierce Strike move icon from Jurassic World Alive

50% HP or less

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Remove Taunt.

Target Self. Cleanse Vulnerability.

Above 50% HPDetails of the Above 50% HP form

Target all opponents. Destroy shields. Attack , bypassing Armor, Absorb. Remove Taunt.

Target Self. Cleanse Vulnerability.

Defense Shattering Revenge move icon from Jurassic World Alive

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Remove Taunt.

Target Self. Cleanse Vulnerability.

Cooldown: 1.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Target all opponents. Destroy shields. Attack , bypassing Armor, Absorb. Remove Taunt.

Target Self. Cleanse Vulnerability.

Cooldown: 1.

Dominant Roar move icon from Jurassic World Alive

Priority.

Target all allies. Increase Damage 50% for 2 turns, 2 attacks.

Target all opponents. Attack , bypassing Absorb.

Target all allies. Increase Speed 25% for 2 turns, 2 attacks.

Cooldown: 2.

Fierce Devouring Rampage move icon from Jurassic World Alive

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 60% over 4 turns. Remove Taunt.

Target Self. Cleanse Vulnerability.

Delay: 1. Cooldown: 1.

Slowing Swap in move icon from Jurassic World Alive

Target all opponents. Reduce Speed 100% for 2 turns.

Fierce Strike on Escape move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target escaping opponent. Destroy shields.

Target lowest HP opponent. Attack , bypassing Armor.

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 (106 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
Health4,9507,425
Damage1,8502,775
Speed106146
Armor0%0%
Crit chance45%45%
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 264,000 DNA555,000 coins

Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
1710015,0003,1901,192
1815020,0003,3501,252
1920030,0003,5171,314
2025040,0003,6931,380
2130050,0003,8781,449
2235060,0004,0721,521
2340070,0004,2751,598
2450080,0004,4891,677
2575090,0004,7141,761
261,000100,0004,9501,850
271,250120,0005,1971,942
281,500150,0005,4572,039
292,000200,0005,7302,141
302,500250,0006,0162,248
313,000250,0006,2862,349
323,000250,0006,5342,442
333,000250,0006,7812,534
343,000250,0007,0532,636
353,000250,0007,4252,775
26 left
HP 4,950DMG 1,850SPD 106
Simulated battles · Level 26 vs 26 · No boosts

How to beat Rexy: counters that win

Battle level
138 of 494 beat it330 it beats

To beat Rexy, bring Ticinochops, the best Legendary counter. Use Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike to win with about 75% HP left. Overall best: Distortus Rex (Unique). Rexy: Distortus Rex, Pantherator and Plateorex beat it at level 26, and it beats 330 of 494 creatures.

How to beat Rexy with Ticinochops, move by move

  • If Rexy opens with Alert Fierce Strike: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 81% HP left.
  • If Rexy opens with Defense Shattering Revenge: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 75% HP left.
  • If Rexy opens with Dominant Roar: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 83% HP left.

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

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

4,270 / 4,270 HP
VSReady
Rexy, a Legendary creature in Jurassic World Alive
Rexy
4,950 / 4,950 HP

If Rexy opens with…

  1. Turn 1Most likely roll3,965 vs 3,413 HP
  2. Turn 2Most likely roll3,965 vs 1,876 HP
  3. Turn 3Most likely roll3,721 vs 339 HP
  4. Turn 43,721 vs 0 HP

Ticinochops wins with 3,721 HP left (87%).

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

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All 138 creatures that can beat Rexy

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 23 of 23 Legendary

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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 Rexy 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.