Build options
Compare SkoonametrodonCreate a custom version

Your build

Health
5,190
Damage
1,900
Speed
112
Armor
10%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
33%
Damage reduction
50%
Rend
50%
Speed reduction
75%
Stun
Immune
Swap prevention
0%
Taunt
Immune
Vulnerability
Immune
Armor reduction
Immune
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

Skoonametrodon reactive Unlocks at enhancement 5

At the end of the turn, if the opponent's HP is 10% or less.

Self. cleanse damage reduction.

Lowest HP opponent. destroy shields; bypass armor, bypass dodge, attack 5x.

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.

Alert Strike move icon from Jurassic World Alive

Above 50% HP

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor. Devour heal 40% over 2 turns.

50% HP or lessDetails of the 50% HP or less form

Target Self. Remove Damage reduction. Increase Armor 15% for 1 turn, 2 attacks.

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.

Alert Impact move icon from Jurassic World Alive

Above 50% HP

Target all opponents. Destroy shields. Attack , bypassing Armor, Absorb. Devour heal 50% over 2 turns.

Cooldown: 1.

50% HP or lessDetails of the 50% HP or less form

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

Cooldown: 1.

Alert Defense move icon from Jurassic World Alive

Above 50% HP

Priority.

Target highest HP opponent. Attack , bypassing Armor. Devour heal 80% over 4 turns.

Delay: 1. Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target Self. Cleanse. Shield 50% for 2 turns, 4 attacks. Increase Armor 25% for 2 turns, 4 attacks.

Target highest HP opponent. Vulnerable 50% for 4 turns, 2 attacks.

Cooldown: 2.

Battle Ready move icon from Jurassic World Alive

50% HP or less

Priority.

Target Self. Heal 75% max HP.

Target fastest opponent. Remove all positive effects.

Target all allies. Shield 100% for 1 turn, 1 attack.

Cooldown: 1.

Above 50% HPDetails of the Above 50% HP form

Priority.

Target Self. Cleanse.

Target all allies. Increase Damage 25% for 3 turns. Increase Speed 25% for 3 turns.

Target Self. Increase Damage 25% for 3 turns. Increase Speed 25% for 3 turns. Sacrifice 51% max HP.

Target all opponents. Reduce Damage 100% 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 (112 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
Health5,1907,785
Damage1,9002,850
Speed112152
Armor10%10%
Crit chance20%20%
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
27100120,0005,4491,994
28150150,0005,7212,094
29200200,0006,0072,199
30250250,0006,3082,309
31400250,0006,5912,413
32400250,0006,8502,508
33400250,0007,1102,603
34400250,0007,3952,707
35400250,0007,7852,850
26 left
HP 5,190DMG 1,900SPD 112
Simulated battles · Level 26 vs 26 · No boosts

How to beat Skoonametrodon: counters that win

Battle level
33 of 494 beat it417 it beats

To beat Skoonametrodon, bring Quetzalvexus, the best Apex counter. Use Clipping Divebomb to win with about 81% HP left. Skoonametrodon: Quetzalvexus, Indoraptor Mattel and Haast Maximus beat it at level 26 (Ovinnolophosaurus wins on good rolls), and it beats 417 of 494 creatures.

How to beat Skoonametrodon with Quetzalvexus, move by move

  • If Skoonametrodon opens with Alert Strike: Clipping Divebomb, then Cunning Fierce Strike. Wins with 100% HP left.
  • If Skoonametrodon opens with Alert Impact: Clipping Divebomb. Wins with 81% HP left.
  • If Skoonametrodon opens with Battle Ready: Clipping Divebomb. Wins with 100% HP left.

Each fight is played out move by move. Skoonametrodon 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.

4,275 / 4,275 HP
VSReady
Skoonametrodon, an Apex creature in Jurassic World Alive
Skoonametrodon
5,190 / 5,190 HP

If Skoonametrodon opens with…

  1. Turn 13,949 vs 807 HP
    • Quetzalvexus uses Clipping DivebombPriority3,058 damage
    • Alert Counter move icon from Jurassic World AliveSkoonametrodon counters with Alert Counter279 damageDodged
    • Alert Strike move icon from Jurassic World AliveSkoonametrodon uses Alert Strike658 damageDodged
    • Quetzalvexus recovers 611 HP
    • Skoonametrodon takes 1,390 damage over time
    • Skoonametrodon recovers 65 HP
  2. Turn 24,275 vs 0 HP

Quetzalvexus wins with 4,275 HP left (100%).

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

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All 33 creatures that can beat Skoonametrodon

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 19 of 19 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 Skoonametrodon 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.