Build options
Compare SuchomimusCreate a custom version

Your build

Health
3,900
Damage
1,000
Speed
104
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
0%
Stun
0%
Swap prevention
0%
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.

Fierce Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Lethal Wound move icon from Jurassic World Alive

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

Cooldown: 2.

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 (104 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
Health3,9005,850
Damage1,0001,500
Speed104144
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 26146,750 DNA588,190 coins

Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
210051,209310
3150101,269325
4200251,333341
5250501,399358
63001001,469376
73502001,543395
84004001,620415
95006001,701436
107508001,786458
111,0001,0001,875480
121,2502,0001,969505
131,5004,0002,068530
142,0006,0002,171556
152,5008,0002,280584
163,00010,0002,394613
173,50015,0002,513644
184,00020,0002,639676
195,00030,0002,771710
207,50040,0002,910746
2110,00050,0003,055783
2212,50060,0003,208822
2315,00070,0003,368863
2420,00080,0003,537906
2525,00090,0003,714952
2630,000100,0003,9001,000
2735,000120,0004,0941,050
2840,000150,0004,2991,102
2950,000200,0004,5141,157
3075,000250,0004,7401,215
31100,000250,0004,9531,270
32100,000250,0005,1481,320
33100,000250,0005,3431,370
34100,000250,0005,5571,425
35100,000250,0005,8501,500
26 left
HP 3,900DMG 1,000SPD 104
Simulated battles · Level 26 vs 26 · No boosts

How to beat Suchomimus: counters that win

Battle level
431 of 494 beat it29 it beats

To beat Suchomimus, bring Ophiacodon, the best Common counter. Use Defense Shattering Strike, then Armor Piercing Rampage to win with about 77% HP left. Overall best: Aliorasuchus (Unique). Suchomimus: Aliorasuchus, Aquiraptor and Draco Intrepidus beat it at level 26, and it beats 29 of 494 creatures.

How to beat Suchomimus with Ophiacodon, move by move

  • If Suchomimus opens with Fierce Strike: Defense Shattering Strike, then Armor Piercing Rampage. Wins with 77% HP left.
  • If Suchomimus opens with Lethal Wound: Defense Shattering Strike, then Armor Piercing Rampage. Wins with 77% HP left.

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

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

4,350 / 4,350 HP
VSReady
Suchomimus, a Common creature in Jurassic World Alive
Suchomimus
3,900 / 3,900 HP

If Suchomimus opens with…

  1. Turn 13,338 vs 2,360 HP
  2. Turn 23,338 vs 0 HP

Ophiacodon wins with 3,338 HP left (77%).

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

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All 431 creatures that can beat Suchomimus

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 19 of 19 Common

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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 Suchomimus 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.