Build options
Compare SmilonemysCreate a custom version

Your build

Health
4,500
Damage
1,500
Speed
127
Armor
40%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
50%
Rend
0%
Speed reduction
50%
Stun
Immune
Swap prevention
60%
Taunt
0%
Vulnerability
0%
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

Smilonemys reactive Unlocks at enhancement 5

At the end of the turn, if this creature's HP is 25% or less.

Self. increase Speed by 50% 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.

Shielded Decelerating Strike move icon from Jurassic World Alive

Target Self. Shield 50% for 1 turn, 4 attacks.

Target lowest HP opponent. Reduce Speed 50% for 2 turns, 4 attacks. Attack , bypassing Dodge.

Deliberate Prowl move icon from Jurassic World Alive

Target Self. Cleanse. Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks. Increase Crit Chance 50% for 3 turns, 2 attacks.

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.

Target lowest HP opponent. Attack .

Target Self. Swap out.

Delay: 2. Cooldown: 2.

Swap in Stun move icon from Jurassic World Alive

Target highest damage opponent. Stun 66% 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 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
Health4,5006,750
Damage1,5002,250
Speed127167
Armor40%40%
Crit chance5%5%
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
2210060,0003,7021,234
2315070,0003,8871,295
2420080,0004,0811,360
2525090,0004,2851,428
26300100,0004,5001,500
27350120,0004,7251,574
28400150,0004,9611,653
29500200,0005,2091,736
30750250,0005,4691,823
311,000250,0005,7151,905
321,000250,0005,9401,980
331,000250,0006,1652,055
341,000250,0006,4122,137
351,000250,0006,7502,250
26 left
HP 4,500DMG 1,500SPD 127
Simulated battles · Level 26 vs 26 · No boosts

How to beat Smilonemys: counters that win

Battle level
112 of 494 beat it296 it beats

To beat Smilonemys, bring Crichtomoloch, the best Unique counter. Use Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun to win with about 100% HP left. Overall best: Kentrorex (Apex). Smilonemys: Kentrorex, Titanotor and Coelocephalus beat it at level 26, and it beats 296 of 494 creatures.

How to beat Smilonemys with Crichtomoloch, move by move

  • If Smilonemys opens with Shielded Decelerating Strike: Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun. Wins with 100% HP left.
  • If Smilonemys opens with Deliberate Prowl: Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun. Wins with 100% HP left.
  • If Smilonemys opens with Precise Pounce: Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun, then Group Resilient Strike, then Afflicting Alert Stun. Wins with 100% HP left.

Each fight is played out move by move. Smilonemys 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.

4,650 / 4,650 HP
VSReady
Smilonemys, a Unique creature in Jurassic World Alive
Smilonemys
4,500 / 4,500 HP

If Smilonemys opens with…

  1. Turn 14,650 vs 3,587 HP
  2. Turn 24,650 vs 3,131 HP
  3. Turn 34,650 vs 1,761 HP
  4. Turn 44,650 vs 1,305 HP
  5. Turn 54,650 vs 0 HP

Crichtomoloch wins with 4,650 HP left (100%).

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

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All 112 creatures that can beat Smilonemys

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 42 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 Smilonemys 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.