Stomatosuchus Mattel, a Unique Fierce and Resilient creature in Jurassic World Alive
UniqueFierce + ResilientNon-hybrid

Stomatosuchus Mattel

Bright green and mean, the Stomatosuchus roars into action! Careful around its head, as it has a powerful upwards bite attack!

Build options
Compare Stomatosuchus MattelCreate a custom version

Your build

Health
4,850
Damage
1,700
Speed
117
Armor
20%
Crit chance
5%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
50%
Damage reduction
50%
Rend
50%
Speed reduction
75%
Stun
67%
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
50%
Daze
67%

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

Stomatosuchus Mattel reactive Unlocks at enhancement 5

At the end of the turn, if the opponent has damage over time.

Self. increase Damage by 15% for 2 turns, 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.

Group Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

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

Taunting Resilient Group Impact move icon from Jurassic World Alive

Target Self. Remove Damage reduction.

Target all opponents. Remove Dodge. Remove Cloak. Remove Speed increase. Attack , bypassing Absorb. Vulnerable 50% for 2 turns, 1 attack.

Target all allies. Shield 50% for 2 turns, 2 attacks.

Target Self. Taunt 2 turns.

Cooldown: 2.

Priority.

Target Self. Cleanse Damage reduction.

Target highest damage opponent. Attack , bypassing Armor.

Target attacker. Daze 100% for 2 turns.

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

Cooldown: 1.

Fierce Devouring Rampage move icon from Jurassic World Alive

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 60% over 4 turns. Remove Taunt.

Target Self. Cleanse Vulnerability.

Delay: 1. Cooldown: 1.

Lesser Wounding Counter move icon from Jurassic World Alive

Target attacker. Damage over time 20% per turn for 1 turn. Vulnerable 50% for 2 turns, 4 attacks.

Target escaping opponent. Daze 100% for 2 turns.

Target most positive effects opponent. Attack , bypassing Armor.

Target Self. Lockdown 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 (117 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
Health4,8507,275
Damage1,7002,550
Speed117157
Armor20%20%
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
2210060,0003,9901,398
2315070,0004,1891,468
2420080,0004,3981,541
2525090,0004,6191,619
26300100,0004,8501,700
27350120,0005,0921,784
28400150,0005,3471,874
29500200,0005,6141,967
30750250,0005,8952,066
311,000250,0006,1592,159
321,000250,0006,4022,244
331,000250,0006,6442,329
341,000250,0006,9112,422
351,000250,0007,2752,550
26 left
HP 4,850DMG 1,700SPD 117
Simulated battles · Level 26 vs 26 · No boosts

How to beat Stomatosuchus Mattel: counters that win

Battle level
52 of 494 beat it415 it beats

To beat Stomatosuchus Mattel, bring Tyrannodactylus, the best Unique counter. Use Evasive Shield and Roar, then Instant Precise Impact to win with about 55% HP left. Overall best: Shantrospinos (Apex). Stomatosuchus Mattel: Shantrospinos, Eremocanis and Coelocephalus beat it at level 26, and it beats 415 of 494 creatures.

How to beat Stomatosuchus Mattel with Tyrannodactylus, move by move

  • If Stomatosuchus Mattel opens with Group Fierce Strike: Evasive Shield and Roar, then Instant Precise Impact. Wins with 61% HP left.
  • If Stomatosuchus Mattel opens with Taunting Resilient Group Impact: Evasive Shield and Roar, then Instant Precise Impact. Wins with 55% HP left.
  • If Stomatosuchus Mattel opens with Dazing Vulnerable Impact: Evasive Shield and Roar, then Fierce Double Strike. Wins with 67% HP left.

Each fight is played out move by move. Stomatosuchus Mattel 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.

4,500 / 4,500 HP
VSReady
Stomatosuchus Mattel, a Unique creature in Jurassic World Alive
Stomatosuchus Mattel
4,850 / 4,850 HP

If Stomatosuchus Mattel opens with…

  1. Turn 1Most likely roll3,115 vs 2,474 HP
  2. Turn 23,115 vs 0 HP

Tyrannodactylus wins with 3,115 HP left (69%).

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

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All 52 creatures that can beat Stomatosuchus Mattel

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 17 of 17 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 Stomatosuchus Mattel 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.