Build options
Compare SmilocephalosaurusCreate a custom version

Your build

Health
3,750
Damage
1,400
Speed
127
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Target Self. Dodge 75% chance, 67% of damage, for 1 turn, 1 attack.

Target lowest HP opponent. Attack . Reduce Speed 50% for 1 turn.

Priority.

Target Self. Cleanse Damage over time.

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

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

Cooldown: 1.

Precise Pounce move icon from Jurassic World Alive

Target lowest HP opponent. Attack , bypassing Dodge.

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

Cooldown: 1.

Rampage and Run move icon from Jurassic World Alive

Target lowest HP opponent. Attack .

Target Self. Swap out.

Delay: 1. Cooldown: 1.

Counter Prowl

Counter-attack

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. Increase Crit Chance 25% for 3 turns, 2 attacks.

Alert Swap in Stun move icon from Jurassic World Alive

50% HP or less

Target highest damage opponent. Stun 33% chance for 1 turn.

Target Self. Lockdown 2 turns.

Above 50% HPDetails of the Above 50% HP form

Target highest damage opponent. Stun 100% chance for 1 turn.

Target Self. 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 (127 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
Health3,7505,625
Damage1,4002,100
Speed127167
Armor0%0%
Crit chance5%5%
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
1710015,0002,417902
1815020,0002,538947
1920030,0002,665994
2025040,0002,7981,044
2130050,0002,9381,096
2235060,0003,0851,151
2340070,0003,2391,209
2450080,0003,4011,269
2575090,0003,5711,333
261,000100,0003,7501,400
271,250120,0003,9371,469
281,500150,0004,1341,543
292,000200,0004,3411,620
302,500250,0004,5581,701
313,000250,0004,7621,778
323,000250,0004,9501,848
333,000250,0005,1371,918
343,000250,0005,3431,994
353,000250,0005,6252,100
26 left
HP 3,750DMG 1,400SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Smilocephalosaurus: counters that win

Battle level
202 of 494 beat it268 it beats

To beat Smilocephalosaurus, bring Scelidosaurus, the best Legendary counter. Use Regenerating Bulwark, then Healing Decimation to win with about 93% HP left. Overall best: Indolycan (Apex). Smilocephalosaurus: Indolycan, Indoraptor Mattel and Proto Lux beat it at level 26, and it beats 268 of 494 creatures.

How to beat Smilocephalosaurus with Scelidosaurus, move by move

  • If Smilocephalosaurus opens with Evasive Decelerating Strike: Regenerating Bulwark, then Healing Decimation. Wins with 100% HP left.
  • If Smilocephalosaurus opens with Instant Evasive Distracting Impact: Regenerating Bulwark, then Healing Decimation. Wins with 100% HP left.
  • If Smilocephalosaurus opens with Precise Pounce: Regenerating Bulwark, then Healing Decimation. Wins with 93% HP left.

Each fight is played out move by move. Smilocephalosaurus 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.

4,900 / 4,900 HP
VSReady
Smilocephalosaurus, a Legendary creature in Jurassic World Alive
Smilocephalosaurus
3,750 / 3,750 HP

If Smilocephalosaurus opens with…

  1. Turn 14,900 vs 3,750 HP
  2. Turn 24,900 vs 0 HP

Scelidosaurus wins with 4,900 HP left (100%).

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

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All 202 creatures that can beat Smilocephalosaurus

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 47 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 Smilocephalosaurus 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.