Build options
Compare TrykovenatorCreate a custom version

Your build

Health
4,500
Damage
1,600
Speed
110
Armor
25%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
0%
Bleed (DoT)
0%
Damage reduction
50%
Rend
50%
Speed reduction
Immune
Stun
75%
Swap prevention
0%
Taunt
0%
Vulnerability
Immune
Armor reduction
75%
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+2 speed
  2. 2+10% health
  3. 3+2 boost slots
  4. 4+10% damage
  5. 5Reactive ability

Trykovenator reactive Unlocks at enhancement 5

At the end of the turn, if this creature has a shield.

Self. increase Damage by 15% for 2 turns, 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.

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

Target lowest HP opponent. Destroy shields. Attack , bypassing Armor. Remove Taunt.

Revenge Definite Rampage move icon from Jurassic World Alive

Target most positive effects opponent. Remove Cloak. Remove Dodge.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Delay: 1. Cooldown: 2.

RevengeDetails of the Revenge form

Used instead on the turn it enters after a teammate is knocked out.

Target most positive effects opponent. Remove Cloak. Remove Dodge.

Target lowest HP opponent. Destroy shields.

Target most positive effects opponent. Remove Taunt.

Target lowest HP opponent. Attack , bypassing Armor.

Cooldown: 2.

Priority.

Target Self. Increase Armor 50% for 2 turns, 2 attacks. Shield 50% for 2 turns, 2 attacks. Taunt 2 turns. Increase Damage 34% for 3 turns, 3 attacks.

Cooldown: 2.

Focused Devour Impact move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target highest HP opponent. Remove Taunt. Destroy shields.

Target lowest HP opponent. Attack , bypassing Armor. Devour heal 60% over 4 turns.

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

Delay: 1. Cooldown: 1.

Medium Resilient Counter-Attack move icon from Jurassic World Alive

Target Self. Cleanse Damage reduction.

Target attacker. Remove Cloak.

Target fastest opponent. Remove Dodge.

Target attacker. Attack .

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

Target Self. Cleanse Damage reduction. Heal 1,200. Cleanse. Increase Damage 50% for 2 turns, 4 attacks. Increase Crit Chance 33% for 2 turns, 4 attacks.

Target escaping opponent. Prevent swap 1 turn.

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 (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 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
Health4,5006,750
Damage1,6002,400
Speed110150
Armor25%25%
Crit chance20%20%
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 260 DNA0 coins

Creation requires 300 DNA separately. Enhancement, milestone and training costs are additional.

All evolution costs
Level reachedDNACoinsBase healthBase damage
27100120,0004,7251,679
28150150,0004,9611,764
29200200,0005,2091,852
30250250,0005,4691,944
31400250,0005,7152,032
32400250,0005,9402,112
33400250,0006,1652,192
34400250,0006,4122,280
35400250,0006,7502,400
26 left
HP 4,500DMG 1,600SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Trykovenator: counters that win

Battle level
78 of 494 beat it393 it beats

To beat Trykovenator, bring Skoonametrodon, the best Apex counter. Use Alert Strike, then Alert Impact to win with about 100% HP left. Overall best: Distortus Rex (Unique). Trykovenator: Distortus Rex, Skoonametrodon and Indonemys beat it at level 26, and it beats 393 of 494 creatures.

How to beat Trykovenator with Skoonametrodon, move by move

  • If Trykovenator opens with Fierce Defense: Alert Strike, then Alert Impact. Wins with 100% HP left.
  • If Trykovenator opens with Instant Taunting Fortress: Alert Strike, then Alert Impact. Wins with 100% HP left.

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

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

5,190 / 5,190 HP
VSReady
Trykovenator, an Apex creature in Jurassic World Alive
Trykovenator
4,500 / 4,500 HP

If Trykovenator opens with…

  1. Turn 13,909 vs 2,505 HP
  2. Turn 25,180 vs 0 HP
    • Alert Impact move icon from Jurassic World AliveSkoonametrodon uses Alert Impact3,491 damage
    • Skoonametrodon recovers 1,271 HP

Skoonametrodon wins with 5,180 HP left (100%).

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

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All 78 creatures that can beat Trykovenator

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 29 Apex

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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 Trykovenator 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.