Build options
Compare SonorasaurusCreate a custom version

Your build

Health
5,250
Damage
1,000
Speed
105
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Group Resilient Strike move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb.

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Priority.

Target Self. Cleanse Damage reduction. Heal 1,000. Cleanse. Increase Armor 50% for 1 turn, 1 attack.

Cooldown: 2.

Devastation move icon from Jurassic World Alive

Target highest HP opponent. Attack , bypassing Dodge.

Target Self. Taunt 1 turn.

Delay: 2. Cooldown: 1.

Medium Resilient Counter-Attack move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target attacker. Remove Cloak.

Target fastest opponent. Remove Dodge.

Target attacker. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

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 (105 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
Health5,2507,875
Damage1,0001,500
Speed105145
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 2614,250 DNA585,000 coins

Creation requires 150 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
121002,0002,651505
131504,0002,784530
142006,0002,923556
152508,0003,069584
1630010,0003,222613
1735015,0003,384644
1840020,0003,553676
1950030,0003,731710
2075040,0003,917746
211,00050,0004,113783
221,25060,0004,319822
231,50070,0004,534863
242,00080,0004,761906
252,50090,0005,000952
263,000100,0005,2501,000
273,500120,0005,5121,050
284,000150,0005,7881,102
295,000200,0006,0771,157
307,500250,0006,3811,215
3110,000250,0006,6671,270
3210,000250,0006,9301,320
3310,000250,0007,1921,370
3410,000250,0007,4811,425
3510,000250,0007,8751,500
26 left
HP 5,250DMG 1,000SPD 105
Simulated battles · Level 26 vs 26 · No boosts

How to beat Sonorasaurus: counters that win

Battle level
272 of 494 beat it168 it beats

To beat Sonorasaurus, bring Gigantspinosaurus, the best Epic counter. Use Bracing Taunt and Impact, then Nullifying Rampage, then Bracing Taunt and Impact, then Group Resilient Strike to win with about 98% HP left. Overall best: Aliorasuchus (Unique). Sonorasaurus: Aliorasuchus, Alacranix and Draco Intrepidus beat it at level 26, and it beats 168 of 494 creatures.

How to beat Sonorasaurus with Gigantspinosaurus, move by move

  • If Sonorasaurus opens with Group Resilient Strike: Bracing Taunt and Impact, then Nullifying Rampage, then Bracing Taunt and Impact, then Group Resilient Strike. Wins with 98% HP left.
  • If Sonorasaurus opens with Brace: Bracing Taunt and Impact, then Nullifying Rampage, then Bracing Taunt and Impact. Wins with 100% HP left.

Each fight is played out move by move. Sonorasaurus sees your move every turn and answers with its best reply, so a win here holds against perfect play.

The best 5 Epic counters. Every counter is in the full list below.

4,980 / 4,980 HP
VSReady
Sonorasaurus, an Epic creature in Jurassic World Alive
Sonorasaurus
5,250 / 5,250 HP

If Sonorasaurus opens with…

  1. Turn 14,526 vs 3,150 HP
  2. Turn 24,072 vs 349 HP
  3. Turn 34,892 vs 299 HP
  4. Turn 44,892 vs 0 HP

Gigantspinosaurus wins with 4,892 HP left (98%).

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

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All 272 creatures that can beat Sonorasaurus

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 38 Epic

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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 Sonorasaurus 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.