Build options
Compare TroodoboaCreate a custom version

Your build

Health
3,900
Damage
1,200
Speed
117
Armor
0%
Crit chance
10%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
Immune
Damage reduction
Immune
Rend
0%
Speed reduction
75%
Stun
75%
Swap prevention
0%
Taunt
Immune
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

Set boosts and enhancements in the build bar at the bottom of the screen.

Enhancements unlock at level 30.

Enhancement track & reactive ability
  1. 1+10% health
  2. 2+10% damage
  3. 3+2 speed
  4. 4+1 boost slot
  5. 5Reactive ability

Troodoboa reactive Unlocks at enhancement 5

After each action phase, if this creature has reduced critical chance.

Self. increase Speed by 10% for 1 turn, 2 attacks; increase Damage by 10% for 1 turn, 2 attacks; shield 25% for 1 turn, 2 attacks.

Reactive ability details →

Stat enhancements are included above. Reactive effects activate only when their battle conditions are met; they do not permanently change these stats or resistances.

Move set

Damage follows your build, before battle effects.

Priority.

Target Self. Shield 50% for 1 turn, 4 attacks.

Target fastest opponent. Reduce Speed 50% for 3 turns, 3 attacks. Attack , bypassing Dodge.

Group Cleansing Fatal Strike move icon from Jurassic World Alive

Target all allies. Cleanse.

Target Self. Increase Damage 50% for 3 turns, 6 attacks.

Target lowest HP opponent. Attack .

Cooldown: 3.

Precise Distracting Impact move icon from Jurassic World Alive

Target lowest HP opponent. Attack , bypassing Dodge. Reduce Damage 50% for 1 turn, 2 attacks.

Cooldown: 1.

Group Cunning Rampage move icon from Jurassic World Alive

Target Self. Cleanse Damage over time.

Target all opponents. Reduce Damage 50% for 1 turn, 2 attacks.

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

Delay: 1. Cooldown: 1.

Raking Counter-Attack move icon from Jurassic World Alive

Raking Counter-Attack

Counter-attack

Target attacker. Remove Cloak.

Target most positive effects opponent. Remove Dodge.

Target lowest HP opponent. Attack , bypassing Armor.

Ferocious Shield on Escape move icon from Jurassic World Alive

Target Self. Cleanse. Shield 100% for 1 turn, 2 attacks. Increase Damage 50% for 2 turns, 2 attacks.

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 (117 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 with enhancement 0. 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
Damage1,2001,800
Speed117157
Armor0%0%
Crit chance10%10%
Crit damage1.25×1.25×

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.

Evolution & creation costs
From creation to level 261,000 DNA400,000 coins

Creation requires 250 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
2210060,0003,208987
2315070,0003,3681,036
2420080,0003,5371,088
2525090,0003,7141,142
26300100,0003,9001,200
27350120,0004,0941,260
28400150,0004,2991,323
29500200,0004,5141,389
30750250,0004,7401,458
311,000250,0004,9531,524
321,000250,0005,1481,584
331,000250,0005,3431,644
341,000250,0005,5571,710
351,000250,0005,8501,800
26 left
HP 3,900DMG 1,200SPD 117
Simulated battles · Level 26 vs 26 · No boosts

How to beat Troodoboa: counters that win

Battle level
176 of 494 beat it290 it beats

To beat Troodoboa, bring Cryolophosaurus Mattel, the best Unique counter. Use Protective Advance, then Protective Advance, then Lockdown Defensive Rampage to win with about 93% HP left. Overall best: Indolycan (Apex). Troodoboa: Indolycan, Proto Lux and Shantrospinos beat it at level 26, and it beats 290 of 494 creatures.

How to beat Troodoboa with Cryolophosaurus Mattel, move by move

  • If Troodoboa opens with Instant Decelerating Precision: Protective Advance, then Protective Advance, then Lockdown Defensive Rampage. Wins with 93% HP left.
  • If Troodoboa opens with Group Cleansing Fatal Strike: Protective Advance, then Lockdown Defensive Rampage. Wins with 100% HP left.
  • If Troodoboa opens with Precise Distracting Impact: Protective Advance, then Delayed Diminishing Advantage, then Lockdown Defensive Rampage. Wins with 100% HP left.

Each fight is played out move by move. Troodoboa 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.

4,875 / 4,875 HP
VSReady
Troodoboa, a Unique creature in Jurassic World Alive
Troodoboa
3,900 / 3,900 HP

If Troodoboa opens with…

  1. Turn 1Most likely roll4,414 vs 2,427 HP
  2. Turn 23,861 vs 1,139 HP
  3. Turn 3Most likely roll4,875 vs 0 HP

Cryolophosaurus Mattel wins with 4,875 HP left (100%).

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

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All 176 creatures that can beat Troodoboa

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 24 of 64 Unique

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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 Troodoboa 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.