This fusion of Titanosaurus and Giganotosaurus DNA is one of few carnivorous sauropod hybrids! Like modern giraffes, this dinosaur has been observed challenging others of its species in neck clashes!
Target highest damage opponent.Stun 100% chance for 1 turn.
Target Self.Heal 100% max HP.
Target highest damage opponent.Heal 100% max HP.
Target Self.Lockdown 2 turns.
Target attacker.Prevent swap 2 turns.
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 (102 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.
Stat
Current
Individual ceiling
Try a focused build
Health
5,100
7,650
Damage
1,600
2,400
Speed
102
142
Armor
30%
30%
Crit chance
15%
15%
Crit damage
1.25×
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 264,000 DNA555,000 coins
Creation requires 200 DNA separately. Enhancement, milestone and training costs are additional.
All evolution costs
Level reached
DNA
Coins
Base health
Base damage
17
100
15,000
3,287
1,031
18
150
20,000
3,451
1,082
19
200
30,000
3,624
1,137
20
250
40,000
3,805
1,193
21
300
50,000
3,995
1,253
22
350
60,000
4,195
1,316
23
400
70,000
4,405
1,382
24
500
80,000
4,625
1,451
25
750
90,000
4,857
1,523
26
1,000
100,000
5,100
1,600
27
1,250
120,000
5,355
1,679
28
1,500
150,000
5,622
1,764
29
2,000
200,000
5,903
1,852
30
2,500
250,000
6,199
1,944
31
3,000
250,000
6,477
2,032
32
3,000
250,000
6,732
2,112
33
3,000
250,000
6,987
2,192
34
3,000
250,000
7,267
2,280
35
3,000
250,000
7,650
2,400
26 left
HP 5,100DMG 1,600SPD 102
Simulated battles · Level 26 vs 26 · No boosts
How to beat Titanotor: counters that win
Battle level
64 of 494 beat it423 it beats
To beat Titanotor, bring Indominus Rex, the best Legendary counter. Use Dispersed Fierce Impact, then Instant Armor Piercing Rampage to win with about 45% HP left. Overall best: Shantrospinos (Apex). Titanotor: Shantrospinos, Skoonametrodon and Titanotholus beat it at level 26, and it beats 423 of 494 creatures.
How to beat Titanotor with Indominus Rex, move by move
If Titanotor opens with Instant Resilient Strike: Dispersed Fierce Impact, then Instant Armor Piercing Rampage. Wins with 63% HP left.
If Titanotor opens with Intimidating Stance: Dispersed Fierce Impact, then Instant Armor Piercing Rampage. Wins with 100% HP left.
If Titanotor opens with Earth Shaking Stomp: Dispersed Fierce Impact, then Instant Armor Piercing Rampage. Wins with 45% HP left.
Each fight is played out move by move. Titanotor sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Legendary counters. Every counter is in the full list below.
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Indominus Rex is higher level or boosted, this win only gets safer; if Titanotor is, it can turn the result, so check both builds first.
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 Titanotor 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.