Build options
Compare Tyrannosaur DoeCreate a custom version

Your build

Health
4,500
Damage
1,750
Speed
121
Armor
0%
Crit chance
20%
Crit damage
1.25×

Resistances

Permanent protection · 100% = immune

Crit reduction
Immune
Bleed (DoT)
25%
Damage reduction
75%
Rend
33%
Speed reduction
75%
Stun
50%
Swap prevention
Immune
Taunt
0%
Vulnerability
0%
Armor reduction
0%
Affliction
0%
Healing reduction
0%
Daze
0%

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

Move set

Damage follows your build, before battle effects.

Fierce Double Strike move icon from Jurassic World Alive

Target Self. Cleanse Vulnerability.

Target lowest HP opponent. Destroy shields. Remove Taunt. Attack , 2 hits, bypassing Armor.

Instant Precise Impact move icon from Jurassic World Alive

Priority.

Target fastest opponent. Attack , bypassing Armor, Dodge.

Cooldown: 1.

Greater Nullification move icon from Jurassic World Alive

Priority.

Target most positive effects opponent. Remove all positive effects.

Target highest damage opponent. Reduce Damage 50% for 2 turns, 4 attacks.

Cooldown: 1.

Target all allies. Increase Crit Chance 75% for 2 turns, 2 attacks.

Target all opponents. Destroy shields. Attack , bypassing Absorb.

Cooldown: 2.

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 (121 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.

StatCurrentIndividual ceilingTry a focused build
Health4,5006,750
Damage1,7502,625
Speed121161
Armor0%0%
Crit chance20%20%
Crit damage1.25×1.25×

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 reachedDNACoinsBase healthBase damage
1710015,0002,9001,128
1815020,0003,0451,184
1920030,0003,1981,243
2025040,0003,3571,305
2130050,0003,5251,371
2235060,0003,7021,439
2340070,0003,8871,511
2450080,0004,0811,587
2575090,0004,2851,666
261,000100,0004,5001,750
271,250120,0004,7251,837
281,500150,0004,9611,929
292,000200,0005,2092,025
302,500250,0005,4692,127
313,000250,0005,7152,222
323,000250,0005,9402,310
333,000250,0006,1652,397
343,000250,0006,4122,493
353,000250,0006,7502,625
26 left
HP 4,500DMG 1,750SPD 121
Simulated battles · Level 26 vs 26 · No boosts

How to beat Tyrannosaur Doe: counters that win

Battle level
74 of 494 beat it402 it beats

To beat Tyrannosaur Doe, bring Pelorosuchus, the best Legendary counter. Use Intimidating Wounding Impact, then Devouring Revenge to win with about 29% HP left. Overall best: Indolycan (Apex). Tyrannosaur Doe: Indolycan, Shantrospinos and Proto Lux beat it at level 26, and it beats 402 of 494 creatures.

How to beat Tyrannosaur Doe with Pelorosuchus, move by move

  • If Tyrannosaur Doe opens with Fierce Double Strike: Intimidating Wounding Impact, then Devouring Revenge. Wins with 37% HP left.
  • If Tyrannosaur Doe opens with Instant Precise Impact: Intimidating Wounding Impact, then Devouring Revenge. Wins with 57% HP left.
  • If Tyrannosaur Doe opens with Greater Nullification: Intimidating Wounding Impact, then Devouring Revenge. Wins with 88% HP left.
  • If Tyrannosaur Doe opens with Maternal Roar: Intimidating Wounding Impact, then Devouring Revenge. Wins with 29% HP left.

Each fight is played out move by move. Tyrannosaur Doe 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.

4,700 / 4,700 HP
VSReady
Tyrannosaur Doe, a Legendary creature in Jurassic World Alive
Tyrannosaur Doe
4,500 / 4,500 HP

If Tyrannosaur Doe opens with…

  1. Turn 11,358 vs 1,599 HP
  2. Turn 21,723 vs 0 HP

Pelorosuchus wins with 1,723 HP left (37%).

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

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All 74 creatures that can beat Tyrannosaur Doe

Showing 8 of 8 Legendary

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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 Tyrannosaur Doe 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.