Build options
Compare SkoolasaurusCreate a custom version

Your build

Health
4,800
Damage
1,100
Speed
124
Armor
30%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
50%
Rend
0%
Speed reduction
Immune
Stun
75%
Swap prevention
0%
Taunt
0%
Vulnerability
50%
Armor reduction
50%
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.

Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target fastest opponent. 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.

Tip the Scales move icon from Jurassic World Alive

Priority.

Target all opponents. Remove all effects.

Target all allies. Cleanse.

Target most positive effects opponent. Attack .

Cooldown: 1.

Group Distracting Rampage move icon from Jurassic World Alive

Target all opponents. Reduce Damage 50% for 2 turns, 4 attacks. Attack , bypassing Absorb.

Delay: 1. Cooldown: 2.

Group Taunting Shields Strike move icon from Jurassic World Alive

Target all allies. Shield 50% for 2 turns, 2 attacks.

Target Self. Taunt 1 turn.

Target lowest HP opponent. Attack .

Cooldown: 1.

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 (124 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
Health4,8007,200
Damage1,1001,650
Speed124164
Armor30%30%
Crit chance15%15%
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
1710015,0003,094709
1815020,0003,248744
1920030,0003,411781
2025040,0003,581820
2130050,0003,760861
2235060,0003,948904
2340070,0004,146950
2450080,0004,353997
2575090,0004,5711,047
261,000100,0004,8001,100
271,250120,0005,0401,155
281,500150,0005,2921,212
292,000200,0005,5561,273
302,500250,0005,8341,337
313,000250,0006,0961,397
323,000250,0006,3361,452
333,000250,0006,5761,507
343,000250,0006,8401,567
353,000250,0007,2001,650
26 left
HP 4,800DMG 1,100SPD 124
Simulated battles · Level 26 vs 26 · No boosts

How to beat Skoolasaurus: counters that win

Battle level
183 of 494 beat it264 it beats

To beat Skoolasaurus, bring Becklolyth, the best Legendary counter. Use Group Devouring Impact, then Ferocious Shielded Heal, then Precise Piercing Rampage to win with about 88% HP left. Overall best: Paralidactylus (Apex). Skoolasaurus: Paralidactylus, Paralitrosaurus and Coelocephalus beat it at level 26, and it beats 264 of 494 creatures.

How to beat Skoolasaurus with Becklolyth, move by move

  • If Skoolasaurus opens with Resilient Strike: Group Devouring Impact, then Precise Piercing Rampage. Wins with 100% HP left.
  • If Skoolasaurus opens with Tip the Scales: Group Devouring Impact, then Precise Piercing Rampage. Wins with 93% HP left.
  • If Skoolasaurus opens with Group Taunting Shields Strike: Group Devouring Impact, then Ferocious Shielded Heal, then Precise Piercing Rampage. Wins with 88% HP left.

Each fight is played out move by move. Skoolasaurus 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.

4,200 / 4,200 HP
VSReady
Skoolasaurus, a Legendary creature in Jurassic World Alive
Skoolasaurus
4,800 / 4,800 HP

If Skoolasaurus opens with…

  1. Turn 13,722 vs 2,590 HP
  2. Turn 24,200 vs 0 HP

Becklolyth wins with 4,200 HP left (100%).

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

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All 183 creatures that can beat Skoolasaurus

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 37 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 Skoolasaurus 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.