Build options
Compare TyrannotorCreate a custom version

Your build

Health
4,800
Damage
1,700
Speed
119
Armor
0%
Crit chance
40%
Crit damage
1.5×

Resistances

Permanent protection · 100% = immune

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

Tyrannotor reactive Unlocks at enhancement 5

At the end of the turn, if an opponent was knocked out during this turn.

Self. heal 25% of max HP.

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 lowest HP opponent. Remove Damage increase. Destroy shields.

Target highest HP opponent. Reduce Armor 50% for 2 turns, 4 attacks.

Target fastest opponent. Reduce Healing 25% for 2 turns.

Target lowest HP opponent. Reduce Damage 50% for 2 turns, 4 attacks.

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

Target Self. Cheat death 2 turns. Increase Crit Chance 50% for 2 turns, 4 attacks.

Target all opponents. Reduce all resistance 50% for 2 turns, 4 attacks. Reduce Damage 50% for 2 turns, 4 attacks. Attack , bypassing Armor, Dodge, Absorb.

Cooldown: 2.

Priority.

Target Self. Cleanse Vulnerability. Cleanse Damage over time.

Target highest damage opponent. Remove Crit increase. Remove Damage increase. Remove Taunt. Reduce Crit Chance 100% for 1 turn, 2 attacks. Reduce Damage 50% for 1 turn, 2 attacks. Destroy shields. Attack , bypassing Armor.

Cooldown: 2.

Alert Rampaging Devastation move icon from Jurassic World Alive

Above 25% HP

Target lowest HP opponent. Destroy shields.

Target highest damage opponent. Attack , bypassing Armor.

Delay: 1. Cooldown: 1.

25% HP or lessDetails of the 25% HP or less form

Target lowest HP opponent. Destroy shields.

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

Delay: 1. Cooldown: 1.

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

Target attacker. Attack .

No Escape

On escape

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 (119 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
Health4,8007,200
Damage1,7002,550
Speed119159
Armor0%0%
Crit chance40%40%
Crit damage1.5×1.5×

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
27100120,0005,0401,784
28150150,0005,2921,874
29200200,0005,5561,967
30250250,0005,8342,066
31400250,0006,0962,159
32400250,0006,3362,244
33400250,0006,5762,329
34400250,0006,8402,422
35400250,0007,2002,550
26 left
HP 4,800DMG 1,700SPD 119
Simulated battles · Level 26 vs 26 · No boosts

How to beat Tyrannotor: counters that win

Battle level
23 of 494 beat it465 it beats

To beat Tyrannotor, bring Shantrospinos, the best Apex counter. Use Evasive Wounding Charge, then Killer Instinct to win with about 100% HP left. Tyrannotor: Shantrospinos, Quetzalvexus and Eremocanis beat it at level 26, and it beats 465 of 494 creatures.

How to beat Tyrannotor with Shantrospinos, move by move

  • If Tyrannotor opens with Instant Destructive Feint: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Tyrannotor opens with Rebirth Distracting Roar: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.
  • If Tyrannotor opens with Instant Cunning Fierce Impact: Evasive Wounding Charge, then Killer Instinct. Wins with 100% HP left.

Each fight is played out move by move. Tyrannotor 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.

4,800 / 4,800 HP
VSReady
Tyrannotor, an Apex creature in Jurassic World Alive
Tyrannotor
4,800 / 4,800 HP

If Tyrannotor opens with…

  1. Turn 14,800 vs 3,360 HP
    • Shantrospinos uses Evasive Wounding ChargePriorityStuns
    • Tyrannotor picks Instant Destructive Feint, but Shantrospinos acts first with priority and stuns it with Evasive Wounding Charge, so Instant Destructive Feint never happens.
    • Tyrannotor takes 1,440 damage over time
  2. Turn 24,800 vs 0 HP

Shantrospinos wins with 4,800 HP left (100%).

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

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All 23 creatures that can beat Tyrannotor

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 15 of 15 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 Tyrannotor 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.