Build options
Compare Scorpios Rex Gen 3Create a custom version

Your build

Health
4,050
Damage
1,350
Speed
119
Armor
0%
Crit chance
25%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Scorpios Rex Gen 3 reactive Unlocks at enhancement 5

At the start of the turn, if this creature has damage over time.

Self. increase Speed by 25% for 1 turn, 2 attacks.

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.

Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Instant Ambush move icon from Jurassic World Alive

Priority.

Target Self. Increase Speed 30% for 2 turns. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.

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

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

Cooldown: 2.

Cunning Rampage 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 .

Delay: 1. Cooldown: 1.

Toxic Quills move icon from Jurassic World Alive

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

Target highest HP opponent. Damage over time 33% per turn for 3 turns.

Cooldown: 3.

Critical Ambush move icon from Jurassic World Alive

Priority.

Target Self. Increase Speed 30% for 2 turns. Dodge 75% chance, 67% of damage, for 2 turns, 2 attacks.

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

Target Self. Increase Crit Chance 50% for 2 turns, 2 attacks. 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 (119 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
Health4,0506,075
Damage1,3502,025
Speed119159
Armor0%0%
Crit chance25%25%
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
2210060,0003,3311,110
2315070,0003,4981,166
2420080,0003,6731,224
2525090,0003,8571,285
26300100,0004,0501,350
27350120,0004,2521,417
28400150,0004,4651,488
29500200,0004,6881,562
30750250,0004,9221,640
311,000250,0005,1431,714
321,000250,0005,3461,782
331,000250,0005,5481,849
341,000250,0005,7711,923
351,000250,0006,0752,025
26 left
HP 4,050DMG 1,350SPD 119
Simulated battles · Level 26 vs 26 · No boosts

How to beat Scorpios Rex Gen 3: counters that win

Battle level
162 of 494 beat it285 it beats

To beat Scorpios Rex Gen 3, bring Aliorasuchus, the best Unique counter. Use Swallowed Whole to win with about 100% HP left. Scorpios Rex Gen 3: Aliorasuchus, Aquiraptor and Indolycan beat it at level 26, and it beats 285 of 494 creatures.

How to beat Scorpios Rex Gen 3 with Aliorasuchus, move by move

  • If Scorpios Rex Gen 3 opens with Fierce Strike: Swallowed Whole. Wins with 100% HP left.
  • If Scorpios Rex Gen 3 opens with Instant Ambush: Swallowed Whole. Wins with 100% HP left.
  • If Scorpios Rex Gen 3 opens with Toxic Quills: Swallowed Whole. Wins with 100% HP left.

Each fight is played out move by move. Scorpios Rex Gen 3 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.

4,350 / 4,350 HP
VSReady
Scorpios Rex Gen 3, a Unique creature in Jurassic World Alive
Scorpios Rex Gen 3
4,050 / 4,050 HP

If Scorpios Rex Gen 3 opens with…

  1. Turn 14,350 vs 0 HP
    • Swallowed Whole move icon from Jurassic World AliveAliorasuchus uses Swallowed Whole4,050 damage
    • Scorpios Rex Gen 3 picks Fierce Strike, but Aliorasuchus acts first and knocks it out with Swallowed Whole, so Fierce Strike never happens.

Aliorasuchus wins with 4,350 HP left (100%).

Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Aliorasuchus is higher level or boosted, this win only gets safer; if Scorpios Rex Gen 3 is, it can turn the result, so check both builds first.

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All 162 creatures that can beat Scorpios Rex Gen 3

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 62 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 Scorpios Rex Gen 3 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.