Build options
Compare SpinotasuchusCreate a custom version

Your build

Health
4,250
Damage
1,150
Speed
129
Armor
0%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
25%
Rend
0%
Speed reduction
50%
Stun
50%
Swap prevention
Immune
Taunt
0%
Vulnerability
25%
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.

Lethal Wound move icon from Jurassic World Alive

Target highest HP opponent. Attack . Damage over time 33% per turn for 3 turns.

Cooldown: 2.

Cleansing Swoop move icon from Jurassic World Alive

Target highest HP opponent. Damage over time 25% per turn for 2 turns.

Target Self. Cleanse. Swap out.

Cooldown: 2.

Dispersed Fierce Impact move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target all opponents. Destroy shields. Remove Taunt. Attack , bypassing Armor, Absorb.

Cooldown: 1.

No Escape

On escape

Target escaping opponent. Prevent swap 1 turn.

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 (129 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
Health4,2506,375
Damage1,1501,725
Speed129169
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
1710015,0002,739741
1815020,0002,876778
1920030,0003,020817
2025040,0003,171858
2130050,0003,329901
2235060,0003,496946
2340070,0003,671993
2450080,0003,8541,043
2575090,0004,0471,095
261,000100,0004,2501,150
271,250120,0004,4621,207
281,500150,0004,6851,267
292,000200,0004,9191,331
302,500250,0005,1651,397
313,000250,0005,3971,460
323,000250,0005,6101,518
333,000250,0005,8221,575
343,000250,0006,0561,638
353,000250,0006,3751,725
26 left
HP 4,250DMG 1,150SPD 129
Simulated battles · Level 26 vs 26 · No boosts

How to beat Spinotasuchus: counters that win

Battle level
333 of 494 beat it120 it beats

To beat Spinotasuchus, bring Fukuimimus, the best Legendary counter. Use Vitalize, then Group Cunning Rampage, then Remedy, then Vitalize, then Group Cunning Rampage to win with about 85% HP left. Overall best: Indolycan (Apex). Spinotasuchus: Indolycan, Becklejara and Giganyx beat it at level 26, and it beats 120 of 494 creatures.

How to beat Spinotasuchus with Fukuimimus, move by move

  • If Spinotasuchus opens with Precise Piercing Strike: Vitalize, then Group Cunning Rampage, then Remedy, then Vitalize, then Group Cunning Rampage. Wins with 85% HP left.
  • If Spinotasuchus opens with Lethal Wound: Vitalize, then Group Cunning Rampage, then Remedy, then Vitalize, then Group Cleansing Strike. Wins with 97% HP left.
  • If Spinotasuchus opens with Dispersed Fierce Impact: Vitalize, then Group Cunning Rampage, then Remedy, then Vitalize, then Group Cleansing Strike. Wins with 85% HP left.

Each fight is played out move by move. Spinotasuchus 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.

4,800 / 4,800 HP
VSReady
Spinotasuchus, a Legendary creature in Jurassic World Alive
Spinotasuchus
4,250 / 4,250 HP

If Spinotasuchus opens with…

  1. Turn 14,800 vs 4,250 HP
  2. Turn 24,081 vs 1,657 HP
  3. Turn 32,813 vs 1,657 HP
  4. Turn 44,067 vs 1,657 HP
  5. Turn 54,067 vs 0 HP

Fukuimimus wins with 4,067 HP left (85%).

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

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All 333 creatures that can beat Spinotasuchus

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 86 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 Spinotasuchus 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.