Target lowest HP opponent.
Destroy shields.
Target most positive effects opponent.
Remove Taunt.
Target lowest HP opponent.
Attack , bypassing Armor.
Target highest HP opponent.
Damage over time 20% per turn for 3 turns.

Shantrospinos was nicknamed the "Zebradrosaur" after it was first witnessed in the wild. However, the Shantrospinos can adapt its colors to the environment, albeit slowly. This can confuse predators, as they often mistake it for another dinosaur only to find they have been knocked out from the Shantrospinos charging at it at full speed.
Permanent protection · 100% = immune
Enhancements unlock at level 30.
At the end of the turn, if the opponent has damage over time.
Self. cleanse damage reduction; increase Damage by 33% for 2 turns, 2 attacks.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
Damage follows your build, before battle effects.
Target lowest HP opponent.
Destroy shields.
Target most positive effects opponent.
Remove Taunt.
Target lowest HP opponent.
Attack , bypassing Armor.
Target highest HP opponent.
Damage over time 20% per turn for 3 turns.
Priority.
Target lowest HP opponent.
Destroy shields.
Target most positive effects opponent.
Remove Taunt.
Target highest HP opponent.
Attack , bypassing Armor.
Cooldown: 1.
Priority.
Target highest damage opponent.
Reduce all resistance 50% for 1 turn.
Stun 100% chance for 1 turn.
Vulnerable 50% for 2 turns, 1 attack.
Target highest HP opponent.
Damage over time 40% per turn for 2 turns.
Target Self.
Dodge 100% chance, 67% of damage, for 2 turns, 2 attacks.
Increase Speed 33% for 2 turns.
Cooldown: 2.
Priority.
Target Self.
Shield 50% for 2 turns, 4 attacks.
Cleanse Damage reduction.
Heal 3,200.
Target fastest opponent.
Remove Dodge.
Target lowest HP opponent.
Remove Cloak.
Target fastest opponent.
Attack .
Delay: 1. Cooldown: 1.
Target attacker.
Reduce all resistance 25% for 2 turns.
Attack .
Target Self.
Shield 75% for 1 turn, 4 attacks.
Target highest HP opponent.
Destroy shields.
Target lowest HP opponent.
Reduce Damage 50% for 2 turns, 2 attacks.
Target Self.
Lockdown 2 turns.
Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.
Keeping 0 speed tiers (125 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.
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.
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.
| Stat | Current | Individual ceiling | Try a focused build |
|---|---|---|---|
| Health | 4,800 | 7,200 | |
| Damage | 1,600 | 2,400 | |
| Speed | 125 | 165 | |
| Armor | 25% | 25% | |
| Crit chance | 15% | 15% | |
| Crit damage | 1.25× | 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.
Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.
| Level reached | DNA | Coins | Base health | Base damage |
|---|---|---|---|---|
| 27 | 100 | 120,000 | 5,040 | 1,679 |
| 28 | 150 | 150,000 | 5,292 | 1,764 |
| 29 | 200 | 200,000 | 5,556 | 1,852 |
| 30 | 250 | 250,000 | 5,834 | 1,944 |
| 31 | 400 | 250,000 | 6,096 | 2,032 |
| 32 | 400 | 250,000 | 6,336 | 2,112 |
| 33 | 400 | 250,000 | 6,576 | 2,192 |
| 34 | 400 | 250,000 | 6,840 | 2,280 |
| 35 | 400 | 250,000 | 7,200 | 2,400 |
To beat Shantrospinos, bring Magnaraptor, the best Apex counter. Use Group Fierce Strike for a 50% win chance. Overall best: Distortus Rex (Unique). Shantrospinos: Distortus Rex beats it at level 26 (Magnaraptor and Baryotor win on good rolls), and it beats 492 of 494 creatures.
Each fight is played out move by move. Shantrospinos sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 4 Apex counters. Every counter is in the full list below.

Magnaraptor wins with 3,349 HP left (80%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Magnaraptor is higher level or boosted, this win only gets safer; if Shantrospinos is, it can turn the result, so check both builds first.
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 Shantrospinos 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.