Target lowest HP opponent.
Attack .
How to beat Velociraptor: counters that win
To beat Velociraptor, bring Iguanodon, the best Common counter. Use Vitalizing Impact to win with about 100% HP left. Overall best: Aerospinosaurus (Unique). Velociraptor: Aerospinosaurus, Aerotitan and Albertosaurus beat it at level 26, and it beats 82 of 494 creatures.
How to beat Velociraptor with Iguanodon, move by move
- If Velociraptor opens with Strike: Vitalizing Impact. Wins with 100% HP left.
- If Velociraptor opens with High Pounce: Vitalizing Impact. Wins with 100% HP left.
Each fight is played out move by move. Velociraptor sees your move every turn and answers with its best reply, so a win here holds against perfect play.
The best 5 Common counters. Every counter is in the full list below.

If Velociraptor opens with…
- Turn 14,500 vs 0 HP
- Iguanodon uses Vitalizing ImpactPriority1,822 damage
- Velociraptor picks Strike, but Iguanodon acts first with priority and knocks it out with Vitalizing Impact, so Strike never happens.
Iguanodon wins with 4,500 HP left (100%).
Both are simulated at level 26 with no boosts, enhancements or Omega training. If your Iguanodon is higher level or boosted, this win only gets safer; if Velociraptor is, it can turn the result, so check both builds first.
All 405 creatures that can beat Velociraptor
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.
Velociraptor beats 82 creatures
DeinocheirusCommonWins100% HP left
Dilophosaurus Gen 2CommonWins100% HP left
GallimimusCommonWins100% HP left
MiragaiaCommonWins100% HP left
Monolophosaurus Gen 2CommonWins100% HP left
NundasuchusCommonWins100% HP left
SinosauropteryxCommonWins100% HP left
Stygimoloch Gen 2CommonWins100% HP left
TanycolagreusCommonWins100% HP left
CoelurosauravusCommonWins67% HP left
OphiacodonCommonWins53% HP left
Purussaurus Gen 2CommonWins40% HP left
EiniosaurusCommonWins39% HP left
Triceratops Gen 2CommonWins39% HP left
Dracorex Gen 2CommonWins31% HP left
HatzegopteryxCommonWins29% HP left
Irritator Gen 2CommonWins27% HP left
ParasaurolophusCommonWins26% HP left
AllosaurusCommonWins16% HP left
TarbosaurusCommonWins15% HP left
AmphicyonCommonWins13% HP left
DimorphodonCommonWins12% HP left
MajungasaurusCommonWins8% HP left
SarcosuchusCommonWins3% HP left
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 Velociraptor 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.


