Target lowest HP opponent.
Destroy shields.
Rend 34% max HP, bypassing Armor.
Target attacker.
Prevent swap 1 turn.
Target lowest HP opponent.
Reduce Damage 50% for 1 turn, 2 attacks.

Nicknamed 'the Tasmanian tiger of Jurassic World,' this unique superhybrid is one of Alive's few monotremes, or egg-laying mammals! It is believed this is a result of its fusion of mammal and reptile DNA.
Permanent protection · 100% = immune
Enhancements unlock at level 30.
At the end of the turn, if this creature has reduced damage.
Self. cleanse damage reduction.
Fastest opponent. attack 0.5x.
Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.
Damage follows your build, before battle effects.
Target lowest HP opponent.
Destroy shields.
Rend 34% max HP, bypassing Armor.
Target attacker.
Prevent swap 1 turn.
Target lowest HP opponent.
Reduce Damage 50% for 1 turn, 2 attacks.
Priority.
Target Self.
Cleanse.
Increase Crit Chance 75% for 2 turns, 2 attacks.
Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.
Target all allies.
Increase Damage 50% for 4 turns, 2 attacks.
Cleanse Damage reduction.
Cleanse Crit reduction.
Cooldown: 2.
Target lowest HP opponent.
Destroy shields.
Attack , bypassing Armor.
Devour heal 60% over 4 turns.
Remove Taunt.
Damage over time 20% per turn for 2 turns.
Target Self.
Cleanse Vulnerability.
Delay: 1. Cooldown: 2.
Target highest HP opponent.
Destroy shields.
Rend 40% max HP, bypassing Armor.
Rend 40% max HP, bypassing Armor.
Cooldown: 2.
Target lowest HP opponent.
Destroy shields.
Attack , bypassing Armor.
Target Self.
Increase Crit Chance 50% for 2 turns, 2 attacks.
Increase Damage 50% for 2 turns, 2 attacks.
Dodge 75% chance, 67% of damage, for 1 turn, 2 attacks.
Lockdown 2 turns.
Target Self.
Heal 1,400.
Target lowest HP opponent.
Attack , bypassing Armor.
Boosts share 26 tiers at level 26, with up to 20 in each stat. Max fills the available budget.
Keeping 0 speed tiers (125 speed), these builds use all 26 tiers. Your current level, training and enhancements stay the same.
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.
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.
| Stat | Current | Individual ceiling | Try a focused build |
|---|---|---|---|
| Health | 4,200 | 6,300 | |
| Damage | 1,400 | 2,100 | |
| Speed | 125 | 165 | |
| Armor | 0% | 0% | |
| Crit chance | 40% | 40% | |
| Crit damage | 1.25× | 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.
Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.
| Level reached | DNA | Coins | Base health | Base damage |
|---|---|---|---|---|
| 22 | 100 | 60,000 | 3,455 | 1,151 |
| 23 | 150 | 70,000 | 3,627 | 1,209 |
| 24 | 200 | 80,000 | 3,809 | 1,269 |
| 25 | 250 | 90,000 | 4,000 | 1,333 |
| 26 | 300 | 100,000 | 4,200 | 1,400 |
| 27 | 350 | 120,000 | 4,410 | 1,469 |
| 28 | 400 | 150,000 | 4,630 | 1,543 |
| 29 | 500 | 200,000 | 4,861 | 1,620 |
| 30 | 750 | 250,000 | 5,105 | 1,701 |
| 31 | 1,000 | 250,000 | 5,334 | 1,778 |
| 32 | 1,000 | 250,000 | 5,544 | 1,848 |
| 33 | 1,000 | 250,000 | 5,754 | 1,918 |
| 34 | 1,000 | 250,000 | 5,985 | 1,994 |
| 35 | 1,000 | 250,000 | 6,300 | 2,100 |
To beat Thylos Intrepidus, bring Pantherator, the best Unique counter. Use Evasive Hunt, then Floating Dual Claw to win with about 100% HP left. Overall best: Indolycan (Apex). Thylos Intrepidus: Indolycan, Eremocanis and Kentrorex beat it at level 26, and it beats 279 of 494 creatures.
Each fight is played out move by move. Thylos Intrepidus 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.

Pantherator wins with 4,300 HP left (100%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Pantherator is higher level or boosted, this win only gets safer; if Thylos Intrepidus is, it can turn the result, so check both builds first.
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.
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 Thylos Intrepidus 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.