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 (110 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
3,750
5,625
Damage
1,000
1,500
Speed
110
150
Armor
10%
10%
Crit chance
5%
5%
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 26146,750 DNA588,190 coins
Creation requires 50 DNA separately. Enhancement, milestone and training costs are additional.
All evolution costs
Level reached
DNA
Coins
Base health
Base damage
2
100
5
1,162
310
3
150
10
1,221
325
4
200
25
1,281
341
5
250
50
1,345
358
6
300
100
1,413
376
7
350
200
1,483
395
8
400
400
1,558
415
9
500
600
1,636
436
10
750
800
1,717
458
11
1,000
1,000
1,803
480
12
1,250
2,000
1,894
505
13
1,500
4,000
1,988
530
14
2,000
6,000
2,088
556
15
2,500
8,000
2,192
584
16
3,000
10,000
2,302
613
17
3,500
15,000
2,417
644
18
4,000
20,000
2,538
676
19
5,000
30,000
2,665
710
20
7,500
40,000
2,798
746
21
10,000
50,000
2,938
783
22
12,500
60,000
3,085
822
23
15,000
70,000
3,239
863
24
20,000
80,000
3,401
906
25
25,000
90,000
3,571
952
26
30,000
100,000
3,750
1,000
27
35,000
120,000
3,937
1,050
28
40,000
150,000
4,134
1,102
29
50,000
200,000
4,341
1,157
30
75,000
250,000
4,558
1,215
31
100,000
250,000
4,762
1,270
32
100,000
250,000
4,950
1,320
33
100,000
250,000
5,137
1,370
34
100,000
250,000
5,343
1,425
35
100,000
250,000
5,625
1,500
26 left
HP 3,750DMG 1,000SPD 110
Simulated battles · Level 26 vs 26 · No boosts
How to beat Triceratops Gen 2: counters that win
Battle level
463 of 494 beat it25 it beats
To beat Triceratops Gen 2, bring Shantungosaurus, the best Common counter. Use Defensive Impact, then Group Shattering Strike, then Defensive Impact to win with about 91% HP left. Overall best: Aliorasuchus (Unique). Triceratops Gen 2: Aliorasuchus, Aquiraptor and Draco Intrepidus beat it at level 26, and it beats 25 of 494 creatures.
How to beat Triceratops Gen 2 with Shantungosaurus, move by move
If Triceratops Gen 2 opens with Resilient Strike: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 91% HP left.
If Triceratops Gen 2 opens with Rampage: Defensive Impact, then Group Shattering Strike, then Defensive Impact. Wins with 97% HP left.
Each fight is played out move by move. Triceratops Gen 2 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.
Shantungosaurus uses Defensive ImpactPriority2,665 damage+1,300 HP
Shantungosaurus wins with 3,868 HP left (91%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Shantungosaurus is higher level or boosted, this win only gets safer; if Triceratops Gen 2 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 Triceratops Gen 2 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.