Build options
Compare StruthiomimusCreate a custom version

Your build

Health
3,300
Damage
1,300
Speed
126
Armor
0%
Crit chance
15%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

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

Evasive Strike move icon from Jurassic World Alive

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

Target lowest HP opponent. Attack .

Group Distraction move icon from Jurassic World Alive

Priority.

Target all opponents. Reduce Damage 50% for 2 turns, 3 attacks.

Cooldown: 2.

Cunning Rampage move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target highest damage opponent. Reduce Damage 50% for 1 turn, 2 attacks. Reduce Crit Chance 100% for 1 turn, 2 attacks. Remove Crit increase. Remove Damage increase.

Target lowest HP opponent. Attack .

Delay: 1. Cooldown: 1.

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 (126 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
Health3,3004,950
Damage1,3001,950
Speed126166
Armor0%0%
Crit chance15%15%
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
121002,0001,666656
131504,0001,749689
142006,0001,837723
152508,0001,929760
1630010,0002,025798
1735015,0002,127837
1840020,0002,233879
1950030,0002,345923
2075040,0002,462970
211,00050,0002,5851,018
221,25060,0002,7141,069
231,50070,0002,8501,122
242,00080,0002,9931,179
252,50090,0003,1421,238
263,000100,0003,3001,300
273,500120,0003,4641,364
284,000150,0003,6381,433
295,000200,0003,8201,504
307,500250,0004,0111,580
3110,000250,0004,1911,651
3210,000250,0004,3561,716
3310,000250,0004,5211,781
3410,000250,0004,7021,852
3510,000250,0004,9501,950
26 left
HP 3,300DMG 1,300SPD 126
Simulated battles · Level 26 vs 26 · No boosts

How to beat Struthiomimus: counters that win

Battle level
356 of 494 beat it118 it beats

To beat Struthiomimus, bring Ampelosaurus, the best Epic counter. Use Shielded Impact, then Group Brace, then Superior Vulnerability, then Superior Vulnerability to win with about 95% HP left. Overall best: Alankydactylus (Apex). Struthiomimus: Alankydactylus, Aquilosaurus and Aquilotae beat it at level 26, and it beats 118 of 494 creatures.

How to beat Struthiomimus with Ampelosaurus, move by move

  • If Struthiomimus opens with Evasive Strike: Shielded Impact, then Group Brace, then Superior Vulnerability, then Superior Vulnerability. Wins with 95% HP left.
  • If Struthiomimus opens with Group Distraction: Shielded Impact, then Superior Vulnerability, then Group Brace, then Superior Vulnerability. Wins with 97% HP left.

Each fight is played out move by move. Struthiomimus 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.

5,000 / 5,000 HP
VSReady
Struthiomimus, an Epic creature in Jurassic World Alive
Struthiomimus
3,300 / 3,300 HP

If Struthiomimus opens with…

  1. Turn 1Most likely roll3,989 vs 2,699 HP
  2. Turn 24,916 vs 2,699 HP
  3. Turn 34,748 vs 899 HP
  4. Turn 44,748 vs 0 HP

Ampelosaurus wins with 4,748 HP left (95%).

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

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All 356 creatures that can beat Struthiomimus

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 70 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 Struthiomimus 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.