Build options
Compare TarbosaurusCreate a custom version

Your build

Health
4,500
Damage
1,700
Speed
104
Armor
0%
Crit chance
40%
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
50%
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.

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
Health4,5006,750
Damage1,7002,550
Speed104144
Armor0%0%
Crit chance40%40%
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
210051,395527
3150101,465553
4200251,538581
5250501,615610
63001001,696640
73502001,780672
84004001,869706
95006001,963741
107508002,061778
111,0001,0002,164817
121,2502,0002,272858
131,5004,0002,386901
142,0006,0002,505946
152,5008,0002,631993
163,00010,0002,7621,043
173,50015,0002,9001,095
184,00020,0003,0451,150
195,00030,0003,1981,208
207,50040,0003,3571,268
2110,00050,0003,5251,331
2212,50060,0003,7021,398
2315,00070,0003,8871,468
2420,00080,0004,0811,541
2525,00090,0004,2851,619
2630,000100,0004,5001,700
2735,000120,0004,7251,784
2840,000150,0004,9611,874
2950,000200,0005,2091,967
3075,000250,0005,4692,066
31100,000250,0005,7152,159
32100,000250,0005,9402,244
33100,000250,0006,1652,329
34100,000250,0006,4122,422
35100,000250,0006,7502,550
26 left
HP 4,500DMG 1,700SPD 104
Simulated battles · Level 26 vs 26 · No boosts

How to beat Tarbosaurus: counters that win

Battle level
394 of 494 beat it88 it beats

To beat Tarbosaurus, bring Diplocaulus, the best Common counter. Use Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike to win with about 68% HP left. Overall best: Aliorasuchus (Unique). Tarbosaurus: Aliorasuchus, Indolycan and Quetzalvexus beat it at level 26, and it beats 88 of 494 creatures.

How to beat Tarbosaurus with Diplocaulus, move by move

  • If Tarbosaurus opens with Fierce Strike: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 68% HP left.
  • If Tarbosaurus opens with Armor Piercing Impact: Instant Cunning Strike, then Instant Cunning Strike, then Instant Cunning Strike. Wins with 68% HP left.

Each fight is played out move by move. Tarbosaurus 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.

3,300 / 3,300 HP
VSReady
Tarbosaurus, a Common creature in Jurassic World Alive
Tarbosaurus
4,500 / 4,500 HP

If Tarbosaurus opens with…

  1. Turn 1Most likely roll3,020 vs 2,880 HP
  2. Turn 2Most likely roll2,600 vs 1,260 HP
  3. Turn 32,600 vs 0 HP

Diplocaulus wins with 2,600 HP left (79%).

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

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All 394 creatures that can beat Tarbosaurus

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 18 of 18 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 Tarbosaurus 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.