Build options
Compare SaurornitholestesCreate a custom version

Your build

Health
3,500
Damage
1,600
Speed
131
Armor
0%
Crit chance
25%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
33%
Damage reduction
25%
Rend
0%
Speed reduction
0%
Stun
0%
Swap prevention
0%
Taunt
0%
Vulnerability
0%
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.

Cunning Strike move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

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

Target lowest HP opponent. Attack .

Priority.

Target Self. Dodge 75% chance, 67% of damage, for 2 turns, 4 attacks.

Target all opponents. Remove Damage increase.

Target highest damage opponent. Reduce Healing 25% for 2 turns, 2 attacks.

Target all opponents. Attack , bypassing Dodge, Absorb.

Cooldown: 2.

Target Self. Increase Crit Chance 50% for 2 turns, 4 attacks.

Target attacker. Reduce Damage 50% for 2 turns, 4 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 (131 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
Health3,5005,250
Damage1,6002,400
Speed131171
Armor0%0%
Crit chance25%25%
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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
210051,085496
3150101,139520
4200251,196546
5250501,256574
63001001,319603
73502001,384633
84004001,454664
95006001,527698
107508001,603732
111,0001,0001,683769
121,2502,0001,767808
131,5004,0001,856848
142,0006,0001,948890
152,5008,0002,046935
163,00010,0002,148982
173,50015,0002,2561,031
184,00020,0002,3681,082
195,00030,0002,4871,137
207,50040,0002,6111,193
2110,00050,0002,7421,253
2212,50060,0002,8791,316
2315,00070,0003,0231,382
2420,00080,0003,1741,451
2525,00090,0003,3331,523
2630,000100,0003,5001,600
2735,000120,0003,6741,679
2840,000150,0003,8581,764
2950,000200,0004,0511,852
3075,000250,0004,2541,944
31100,000250,0004,4452,032
32100,000250,0004,6202,112
33100,000250,0004,7952,192
34100,000250,0004,9872,280
35100,000250,0005,2502,400
26 left
HP 3,500DMG 1,600SPD 131
Simulated battles · Level 26 vs 26 · No boosts

How to beat Saurornitholestes: counters that win

Battle level
294 of 494 beat it180 it beats

To beat Saurornitholestes, bring Shantungosaurus, the best Common counter. Use Group Shattering Strike, then Defensive Impact to win with about 51% HP left. Overall best: Proto Lux (Apex). Saurornitholestes: Proto Lux, Shantrospinos and Paralidactylus beat it at level 26, and it beats 180 of 494 creatures.

How to beat Saurornitholestes with Shantungosaurus, move by move

  • If Saurornitholestes opens with Cunning Strike: Group Shattering Strike, then Defensive Impact. Wins with 51% HP left.
  • If Saurornitholestes opens with Dodging Shriek: Group Shattering Strike, then Group Shattering Strike, then Defensive Impact. Wins with 63% HP left.

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

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

4,250 / 4,250 HP
VSReady
Saurornitholestes, a Common creature in Jurassic World Alive
Saurornitholestes
3,500 / 3,500 HP

If Saurornitholestes opens with…

  1. Turn 12,635 vs 2,525 HP
  2. Turn 22,157 vs 0 HP

Shantungosaurus wins with 2,157 HP left (51%).

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

Loading…

Loading…

All 294 creatures that can beat Saurornitholestes

Showing 9 of 9 Common

My creatures

0 creatures saved in this browser. Used on every creature page to show the counters you have.

Loading creatures…

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 Saurornitholestes 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.