Build options
Compare Sah PantheraCreate a custom version

Your build

Health
4,650
Damage
1,600
Speed
128
Armor
10%
Crit chance
30%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
50%
Bleed (DoT)
25%
Damage reduction
Immune
Rend
33%
Speed reduction
Immune
Stun
Immune
Swap prevention
67%
Taunt
0%
Vulnerability
0%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Sah Panthera reactive Unlocks at enhancement 5

At the end of the turn, if the opponent has swap prevention.

Self. heal 0.5x damage.

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.

Determined Strike move icon from Jurassic World Alive

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

Target fastest opponent. Remove Speed increase.

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

Target lowest HP opponent. Attack , bypassing Dodge.

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

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks.

Priority.

Target highest damage opponent. Reduce all resistance 100% for 1 turn, 1 attack. Reduce Damage 100% for 2 turns, 2 attacks. Reduce Speed 100% for 2 turns, 2 attacks.

Target attacker. Prevent swap 2 turns.

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 highest damage opponent. Attack , 2 hits, bypassing Dodge.

Target Self. Dodge 33% chance, 67% of damage, for 2 turns, 4 attacks. Shield 33% for 2 turns, 4 attacks.

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Delay: 1. Cooldown: 2.

RevengeDetails of the Revenge form

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

Priority.

Target highest damage opponent. Attack , 2 hits, bypassing Dodge.

Target Self. Dodge 50% chance, 67% of damage, for 2 turns, 4 attacks. Shield 50% for 2 turns, 4 attacks.

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 2.

Swap in Devour Strike move icon from Jurassic World Alive

Target all opponents. Attack , bypassing Dodge, Absorb. Devour heal 60% over 3 turns.

Target Self. Lockdown 2 turns.

Hunt on Escape move icon from Jurassic World Alive

Target Self. Increase Speed 25% for 1 turn, 2 attacks. Increase Damage 50% for 2 turns, 4 attacks. Dodge 100% chance, 100% of damage, for 1 turn, 2 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 (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
Health4,6506,975
Damage1,6002,400
Speed128168
Armor10%10%
Crit chance30%30%
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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0004,8821,679
28150150,0005,1261,764
29200200,0005,3821,852
30250250,0005,6521,944
31400250,0005,9052,032
32400250,0006,1382,112
33400250,0006,3702,192
34400250,0006,6262,280
35400250,0006,9752,400
26 left
HP 4,650DMG 1,600SPD 128
Simulated battles · Level 26 vs 26 · No boosts

How to beat Sah Panthera: counters that win

Battle level
86 of 494 beat it376 it beats

To beat Sah Panthera, bring Becklejara, the best Apex counter. Use Ferocious Shielded Heal, then Agile Dominance to win with about 100% HP left. Sah Panthera: Becklejara, Shantrospinos and Proto Lux beat it at level 26, and it beats 376 of 494 creatures.

How to beat Sah Panthera with Becklejara, move by move

  • If Sah Panthera opens with Determined Strike: Ferocious Shielded Heal, then Agile Dominance. Wins with 100% HP left.
  • If Sah Panthera opens with Afflicting Trap: Ferocious Shielded Heal, then Agile Dominance. Wins with 100% HP left.

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

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

4,700 / 4,700 HP
VSReady
Sah Panthera, an Apex creature in Jurassic World Alive
Sah Panthera
4,650 / 4,650 HP

If Sah Panthera opens with…

  1. Turn 14,700 vs 4,650 HP
  2. Turn 24,700 vs 0 HP

Becklejara wins with 4,700 HP left (100%).

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

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All 86 creatures that can beat Sah Panthera

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 38 Apex

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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 Sah Panthera 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.