Build options
Compare TyrannometrodonCreate a custom version

Your build

Health
4,950
Damage
1,900
Speed
110
Armor
0%
Crit chance
35%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
25%
Damage reduction
15%
Rend
50%
Speed reduction
Immune
Stun
75%
Swap prevention
50%
Taunt
0%
Vulnerability
Immune
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

Tyrannometrodon reactive Unlocks at enhancement 5

After each action phase, after dealing a critical hit.

Self. cleanse damage reduction.

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.

Ferocious Cleansing Strike move icon from Jurassic World Alive

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

Target Self. Increase Damage 20% for 2 turns, 4 attacks. Cleanse.

Group Devouring Impact move icon from Jurassic World Alive

Target all opponents. Destroy shields. Attack , bypassing Armor, Absorb. Devour heal 60% over 2 turns. Remove Taunt.

Target Self. Cleanse Vulnerability.

Cooldown: 2.

Above 50% HP

Target highest HP opponent. Attack , bypassing Armor.

Target Self. Increase Damage 50% for 2 turns, 2 attacks. Increase Speed 25% for 1 turn, 2 attacks.

Cooldown: 2.

50% HP or lessDetails of the 50% HP or less form

Priority.

Target all opponents. Attack , bypassing Armor, Absorb.

Target all allies. Increase Damage 50% for 2 turns, 2 attacks. Increase Speed 25% for 1 turn.

Target Self. Heal 25% max HP.

Cooldown: 2.

Decimating Hunger move icon from Jurassic World Alive

Target highest HP opponent. Destroy shields. Attack , bypassing Armor. Devour heal 50% over 2 turns.

Delay: 1. Cooldown: 3.

Immobilizing Strike move icon from Jurassic World Alive

Target escaping opponent. Attack . Reduce Speed 100% for 1 turn. 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 (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
Health4,9507,425
Damage1,9002,850
Speed110150
Armor0%0%
Crit chance35%35%
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
2210060,0004,0721,563
2315070,0004,2751,641
2420080,0004,4891,723
2525090,0004,7141,809
26300100,0004,9501,900
27350120,0005,1971,994
28400150,0005,4572,094
29500200,0005,7302,199
30750250,0006,0162,309
311,000250,0006,2862,413
321,000250,0006,5342,508
331,000250,0006,7812,603
341,000250,0007,0532,707
351,000250,0007,4252,850
26 left
HP 4,950DMG 1,900SPD 110
Simulated battles · Level 26 vs 26 · No boosts

How to beat Tyrannometrodon: counters that win

Battle level
120 of 494 beat it362 it beats

To beat Tyrannometrodon, bring Distortus Rex, the best Unique counter. Use Distracting Devour Impact, then Distorted Dominance to win with about 100% HP left. Tyrannometrodon: Distortus Rex, Pantherator and Proto Lux beat it at level 26, and it beats 362 of 494 creatures.

How to beat Tyrannometrodon with Distortus Rex, move by move

  • If Tyrannometrodon opens with Ferocious Cleansing Strike: Distracting Devour Impact, then Distorted Dominance. Wins with 100% HP left.
  • If Tyrannometrodon opens with Group Devouring Impact: Distracting Devour Impact, then Distorted Dominance. Wins with 100% HP left.
  • If Tyrannometrodon opens with Tyrant's Roar: Distracting Devour Impact, then Fierce Double Strike. Wins with 100% HP left.

Each fight is played out move by move. Tyrannometrodon 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.

5,400 / 5,400 HP
VSReady
Tyrannometrodon, a Unique creature in Jurassic World Alive
Tyrannometrodon
4,950 / 4,950 HP

If Tyrannometrodon opens with…

  1. Turn 14,913 vs 2,149 HP
  2. Turn 25,400 vs 0 HP

Distortus Rex wins with 5,400 HP left (100%).

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

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All 120 creatures that can beat Tyrannometrodon

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 47 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 Tyrannometrodon 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.