Build options
Compare TicinosuchusCreate a custom version

Your build

Health
3,900
Damage
1,500
Speed
122
Armor
10%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
75%
Rend
0%
Speed reduction
25%
Stun
80%
Swap prevention
0%
Taunt
0%
Vulnerability
0%
Armor reduction
50%
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.

Target Self. Increase Speed 10% for 3 turns. Remove Damage reduction.

Target fastest opponent. Remove Dodge.

Target most positive effects opponent. Remove Cloak.

Target lowest HP opponent. Attack .

Target highest HP opponent. Vulnerable 50% for 2 turns, 1 attack.

Target Self. Cleanse Damage reduction.

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

Cooldown: 2.

Target Self. Cleanse Damage over time.

Target all opponents. Attack , bypassing Dodge, Absorb.

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

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

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 (122 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
Damage1,5002,250
Speed122162
Armor10%10%
Crit chance10%10%
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 2644,250 DNA588,000 coins

Creation requires 100 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
71002001,543593
81504001,620623
92006001,701654
102508001,786687
113001,0001,875721
123502,0001,969757
134004,0002,068795
145006,0002,171835
157508,0002,280877
161,00010,0002,394920
171,25015,0002,513966
181,50020,0002,6391,015
192,00030,0002,7711,066
202,50040,0002,9101,119
213,00050,0003,0551,175
223,50060,0003,2081,234
234,00070,0003,3681,295
245,00080,0003,5371,360
257,50090,0003,7141,428
2610,000100,0003,9001,500
2712,500120,0004,0941,574
2815,000150,0004,2991,653
2920,000200,0004,5141,736
3025,000250,0004,7401,823
3130,000250,0004,9531,905
3230,000250,0005,1481,980
3330,000250,0005,3432,055
3430,000250,0005,5572,137
3530,000250,0005,8502,250
26 left
HP 3,900DMG 1,500SPD 122
Simulated battles · Level 26 vs 26 · No boosts

How to beat Ticinosuchus: counters that win

Battle level
231 of 494 beat it251 it beats

To beat Ticinosuchus, bring Ankylocodon, the best Rare counter. Use Group Bulwark, then Superiority Rampage, then Group Fierce Strike, then Vitalizing Impact to win with about 100% HP left. Overall best: Aliorasuchus (Unique). Ticinosuchus: Aliorasuchus, Indolycan and Quetzalvexus beat it at level 26, and it beats 251 of 494 creatures.

How to beat Ticinosuchus with Ankylocodon, move by move

  • If Ticinosuchus opens with Minimal Speedup Resilient Strike: Group Bulwark, then Superiority Rampage, then Group Fierce Strike, then Vitalizing Impact. Wins with 100% HP left.
  • If Ticinosuchus opens with Dispersed Superior Vulnerability Impact: Group Bulwark, then Superiority Rampage, then Group Fierce Strike, then Vitalizing Impact. Wins with 100% HP left.
  • If Ticinosuchus opens with Cunning Dodge Impact: Group Bulwark, then Group Fierce Strike, then Superiority Rampage, then Vitalizing Impact. Wins with 100% HP left.

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

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

4,500 / 4,500 HP
VSReady
Ticinosuchus, a Rare creature in Jurassic World Alive
Ticinosuchus
3,900 / 3,900 HP

If Ticinosuchus opens with…

  1. Turn 14,308 vs 3,900 HP
  2. Turn 24,116 vs 1,821 HP
  3. Turn 33,924 vs 666 HP
  4. Turn 44,500 vs 0 HP

Ankylocodon wins with 4,500 HP left (100%).

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

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All 231 creatures that can beat Ticinosuchus

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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 Ticinosuchus 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.