# JWA Edge raid reference: Jurassic World Alive raid bosses, minions and community strategies

Plain-text version of https://jwaedge.com/raids for AI assistants, agents and quick reading. This file covers all 27 raid bosses. Reviewed 2026-09-19.

How to use this reference:
- Find the boss by name. Each boss section lists raid limits, every round's stats, resistances and moves, then its minions, then its community strategies. The current moves of every creature the strategies use are listed once, at the end.
- Pick a strategy whose team matches the creatures available. P1 to P4 are the player slots. Requirements are the author's minimums; "faster than X" sets the speed order the plan depends on.
- Turn numbers count across the whole raid. Each turn lists what every player does; "(move 3)" is the move's position on that creature as numbered in the original plan. A Boss entry is the author's expected boss move for that turn. "[not in its current moves]" means the plan names a move the creature no longer has (moves change with balance updates): use the closest move from its current list at the end.
- Move targets matter: "Lowest HP opponent", "Highest damage opponent" and similar tell you which player takes the hit. Plan shields, taunts and heals around them.
- The order in which a boss or minion picks its moves is not listed here. Do not assume they use moves in the listed order. Counter moves fire when the enemy is attacked; threatened versions replace a move at the stated HP.
- Community strategies were written for the game version shown and have not been retested against the current balance. Stats and moves on this page are current.
- Delay is the number of turns before a move can first be used; cooldown is the number of turns it must wait after use.

Weekly schedule (the player's local weekday; the game changes the raid day at local sunrise, not midnight):
- Monday: Alacranix, Arctodus, Mortem Rex; rotating slot, one of Distortus Rex each week
- Tuesday: Bajadasaurus, Blue, Ceramagnus, Spinosaurus Aegyptiacus
- Wednesday: Brachiosaurus, Carnotaurus, Gorgotrebax
- Thursday: Dreadnoughtus, Haast Maximus, Paralititan, Spinosaurus Aegyptiacus, Woolly Mammoth; rotating slot, one of Albertospinos, Distortus Rex, Parasauthops, Troodoboa each week
- Friday: Hadros Lux, Megalonyx, Sinoceratops
- Saturday: Hydra Boa, Meiolania, Pteranokyrie; rotating slot, one of Distortus Rex each week
- Sunday: Imperatosuchus, Paralititan, Refrenantem, Therizinosaurus; rotating slot, one of Distortus Rex each week

Bosses in this file:
- Alacranix (Apex, 4 community strategies): https://jwaedge.com/raids.md?boss=alacranix
- Albertospinos (Unique, 1 community strategy): https://jwaedge.com/raids.md?boss=albertospinos
- Arctodus (Rare, 0 community strategies): https://jwaedge.com/raids.md?boss=arctodus
- Bajadasaurus (Rare, 0 community strategies): https://jwaedge.com/raids.md?boss=bajadasaurus
- Blue (Epic, 1 community strategy): https://jwaedge.com/raids.md?boss=blue
- Brachiosaurus (Epic, 3 community strategies): https://jwaedge.com/raids.md?boss=brachiosaurus
- Carnotaurus (Rare, 2 community strategies): https://jwaedge.com/raids.md?boss=carnotaurus
- Ceramagnus (Apex, 2 community strategies): https://jwaedge.com/raids.md?boss=ceramagnus
- Distortus Rex (Unique, 4 community strategies): https://jwaedge.com/raids.md?boss=distortus-rex
- Dreadnoughtus (Rare, 1 community strategy): https://jwaedge.com/raids.md?boss=dreadnoughtus
- Gorgotrebax (Apex, 6 community strategies): https://jwaedge.com/raids.md?boss=gorgotrebax
- Haast Maximus (Apex, 4 community strategies): https://jwaedge.com/raids.md?boss=haast-maximus
- Hadros Lux (Apex, 9 community strategies): https://jwaedge.com/raids.md?boss=hadros-lux
- Hydra Boa (Apex, 7 community strategies): https://jwaedge.com/raids.md?boss=hydra-boa
- Imperatosuchus (Apex, 5 community strategies): https://jwaedge.com/raids.md?boss=imperatosuchus
- Megalonyx (Rare, 1 community strategy): https://jwaedge.com/raids.md?boss=megalonyx
- Meiolania (Rare, 2 community strategies): https://jwaedge.com/raids.md?boss=meiolania
- Mortem Rex (Apex, 7 community strategies): https://jwaedge.com/raids.md?boss=mortem-rex
- Paralititan (Legendary, 0 community strategies): https://jwaedge.com/raids.md?boss=paralititan
- Parasauthops (Unique, 4 community strategies): https://jwaedge.com/raids.md?boss=parasauthops
- Pteranokyrie (Apex, 2 community strategies): https://jwaedge.com/raids.md?boss=pteranokyrie
- Refrenantem (Apex, 3 community strategies): https://jwaedge.com/raids.md?boss=refrenantem
- Sinoceratops (Epic, 1 community strategy): https://jwaedge.com/raids.md?boss=sinoceratops
- Spinosaurus Aegyptiacus (Omega, 6 community strategies): https://jwaedge.com/raids.md?boss=spinosaurus-aegyptiacus
- Therizinosaurus (Rare, 2 community strategies): https://jwaedge.com/raids.md?boss=therizinosaurus
- Troodoboa (Unique, 2 community strategies): https://jwaedge.com/raids.md?boss=troodoboa
- Woolly Mammoth (Epic, 1 community strategy): https://jwaedge.com/raids.md?boss=woolly-mammoth

## Alacranix

Apex raid boss · Monday · Boss level 30 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=alacranix · This boss only: https://jwaedge.com/raids.md?boss=alacranix

### Alacranix: boss rounds

#### Round 1: HP 22,790 · Damage 2,543 · Speed 126 · Armor 40% · Crit 20% × 1.25
Resistances: Crit reduction 50%, Damage over time 100%, Damage reduction 50%, Rend 90%, Speed reduction 20%, Stun 100%, Taunt 100%, Vulnerability 15%, Affliction 80%, Healing reduction 80%. No resistance to: Swap prevention, Armor reduction, Daze.
- Move 1: **Evasive Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. Self: 75% chance to dodge 66.7% of damage for 2 turns, 8 attacks.
- Move 2: **Group Fierce Decelerating Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. All opponents: reduce Speed by 50% for 2 turns.
- Move 3: **Enfeebling Raking Impact** (delay 0, cooldown 0). Most positive effects opponent: remove dodge; remove cloak; bypass armor, attack 1.5x.
- Move 4: **Piercing Destruction** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects; bypass armor, deal 100% of max HP as damage (rend).

#### Round 2: HP 22,790 · Damage 2,543 · Speed 126 · Armor 40% · Crit 20% × 1.25
Resistances: same as round 1.
- Move 1: **Evasive Piercing Impact** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x. Self: 75% chance to dodge 66.7% of damage for 2 turns, 8 attacks.
- Move 2: **Dispersed Decelerating Impact** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1.5x.
- Move 3: **Piercing Destruction** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects; bypass armor, deal 100% of max HP as damage (rend).
- Move 4: **Group Necrotic Strike** (delay 0, cooldown 0). All opponents: remove all effects; bypass armor, attack 1x, devour heal 50% over 2 turns.

#### Round 3: HP 22,790 · Damage 2,543 · Speed 126 · Armor 40% · Crit 20% × 1.25
Resistances: same as round 2.
- Move 1: **Group Necrotic Strike** (delay 0, cooldown 0). All opponents: remove all effects; bypass armor, attack 1x, devour heal 50% over 2 turns.
- Move 2: **Piercing Destruction** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects; bypass armor, deal 100% of max HP as damage (rend).
- Move 3: **Cold-Blooded Rampage** (delay 0, cooldown 0). Lowest HP opponent: bypass dodge, attack 2x.

### Alacranix: minions

#### Dodge Minion (level 28)
Round 1: HP 3,348 · Damage 1,736 · Speed 166 · Armor 0% · Crit 5% × 1.25
Resistances: Crit reduction 100%, Damage over time 100%, Damage reduction 100%, Stun 100%, Swap prevention 100%. No resistance to: Rend, Speed reduction, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Evasive Strike** (delay 0, cooldown 0). Self: 75% chance to dodge 67% of damage for 1 turn, 2 attacks. Lowest HP opponent: attack 1x.
- Move 2: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.

#### Dot Minion (level 28)
Round 1: HP 4,837 · Damage 1,314 · Speed 124 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Lethal Wound** (delay 0, cooldown 2). Highest HP opponent: attack 1x; damage over time 33.41% per turn for 3 turns.

### Alacranix: community strategies (4)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By MrWazeer · via JWA Rocks · written for game 2.19 · 5 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Alacranix_raid_1.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turns 4 to 5.

Team (player slot, creature, minimum requirements):
- P1 Diloracheirus: Level: 21+; Health: > troodo
- P2 Troodoboa: Level: 22+; Health: lowest hp; Speed: < dilo
- P3 Mortem Rex: Damage: 2900+; Speed: any
- P4 Mortem Rex: Damage: 3000+; highest damage; Speed: any

Turn by turn:
- Turn 1 (Round 1): P1 Diloracheirus: Dispersed Cunning Strike (move 1) | P2 Troodoboa: Precise Distracting Impact (move 3) | P3 Mortem Rex: Roar | P4 Mortem Rex: Fierce Impact (move 2) [not in its current moves]
- Turn 2 (Round 1): P1 Diloracheirus: Group Vitalize (move 2) | P2 Troodoboa: Group Cleansing Fatal Strike (move 2) | P3 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P4 Mortem Rex: Fierce Rampage (move 4)
- Turn 3 (Round 2): P1 Diloracheirus: Distracting Team Heal (move 3) | P2 Troodoboa: Group Cunning Rampage (move 4) | P3 Mortem Rex: Fierce Rampage (move 4) | P4 Mortem Rex: Roar (move 3)
- Turn 4 (Round 3): P1 Diloracheirus: Revenge Cunning Rampage (move 4) | P2 Troodoboa: Instant Decelerating Precision (move 1) | P3 Mortem Rex: Roar | P4 Mortem Rex: Alert Fatal Strike (move 1)
- Turn 5 (Round 3): P1 Diloracheirus: no move listed | P2 Troodoboa: no move listed | P3 Mortem Rex: Fierce Rampage (move 4) | P4 Mortem Rex: Fierce Rampage (move 4)

#### Strategy 2

By The Raptor Federation, Axylkonn, Gr8rSpy, Shawcher, themoik · via JWA Rocks · written for game 2.19 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Alacranix_raid_2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Parasauthops: Level 24
- P2 Refrenantem: Base level
- P3 Mortem Rex: Damage 3,000; Health 5,000
- P4 Thoradolosaur: Damage 3,000

Turn by turn:
- Turn 1 (Round 1): P1 Parasauthops: Dispersed Cunning Strike | P2 Refrenantem: Super Distraction | P3 Mortem Rex: Roar | P4 Thoradolosaur: Cleansing Group Destroyer
- Turn 2 (Round 1): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Alert Nullification | P3 Mortem Rex: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 2): P1 Parasauthops: Resilient Rampage Revenge | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Thoradolosaur: Cleansing Group Destroyer
- Turn 4 (Round 2): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Cunning Strike | P3 Mortem Rex: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 3): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Super Distraction | P3 Mortem Rex: Roar | P4 Thoradolosaur: Cleansing Group Destroyer
- Turn 6 (Round 3): P1 Parasauthops: Resilient Rampage Revenge | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage

Notes:
- The source labels Mortem’s 3K requirement as a level; it is shown here as a damage requirement. Confirm that entry with your team.

#### Strategy 3

via JWA Rocks · written for game 2.19 · 7 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Alacranix_raid_3.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 7.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level 21+
- P2 Diloracheirus: Level 21+
- P3 Troodoboa: Level 21+; Lowest health; Slower than Thoradolosaur
- P4 Thoradolosaur: Damage 3,031

Turn by turn:
- Turn 1 (Round 1): Boss: Evasive Fierce Strike | P1 Tuoramoloch: Group Acceleration | P2 Diloracheirus: Dispersed Cunning Strike | P3 Troodoboa: Group Cleansing Fatal Strike | P4 Thoradolosaur: Cleansing Group Destroyer
- Turn 2 (Round 1): Boss: Group Fierce Decelerating Strike | P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Diloracheirus: Revenge Cunning Rampage | P3 Troodoboa: Precise Distracting Impact | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 2): Boss: Evasive Piercing Impact | P1 Tuoramoloch: Group Acceleration | P2 Diloracheirus: Group Vitalize | P3 Troodoboa: Group Cunning Rampage | P4 Thoradolosaur: Cleansing Group Destroyer
- Turn 4 (Round 2): Boss: Dispersed Decelerating Impact | P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Diloracheirus: Revenge Cunning Rampage | P3 Troodoboa: Precise Distracting Impact | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 3): Boss: Group Necrotic Strike | P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Diloracheirus: Dispersed Cunning Strike | P3 Troodoboa: Group Cunning Rampage | P4 Thoradolosaur: Cleansing Group Destroyer
- Turn 6 (Round 3): Boss: Piercing Destruction | P1 Tuoramoloch: Group Acceleration | P2 Diloracheirus: Distracting Team Heal | P3 Troodoboa: Group Cleansing Fatal Strike | P4 Thoradolosaur: Fierce Rampage
- Turn 7 (Round 3): Boss: Cold-Blooded Rampage | P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Diloracheirus: Revenge Cunning Rampage | P3 Troodoboa: Group Cunning Rampage | P4 Thoradolosaur: Cleansing Group Destroyer

Notes:
- If Troodoboa is faster than Thoradolosaur, Diloracheirus needs at least 2,300 damage.

#### Strategy 4

By RaptorJoe, Dinomight50 · via JWA Rocks · written for game 2.21 · 4 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Alacranix_raid_4.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turn 4.

Team (player slot, creature, minimum requirements):
- P1 Indolycan: Level: 26+
- P2 Diloracheirus: Level: 21+
- P3 Troodoboa: Level: 21+; Speed: 3rd
- P4 Thoradolosaur: Damage: 2977+; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): P1 Indolycan: Distracting Devour Impact (move 2) | P2 Diloracheirus: Dispersed Cunning Strike | P3 Troodoboa: Precise Distracting Impact (move 3) | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 2 (Round 1): P1 Indolycan: Cautious Disarming Strike | P2 Diloracheirus: Revenge Cunning Rampage | P3 Troodoboa: Group Cleansing Fatal Strike (move 2) | P4 Thoradolosaur: Fierce Rampage (move 3)
- Turn 3 (Round 2): P1 Indolycan: Cloak of Rage (move 4) | P2 Diloracheirus: Distracting Team Heal (move 3) | P3 Troodoboa: Group Cunning Rampage (move 4) | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 4 (Round 3): P1 Indolycan: Evasive Ferocious Rampage [not in its current moves] | P2 Diloracheirus: Group Vitalize | P3 Troodoboa: Precise Distracting Impact | P4 Thoradolosaur: Fierce Rampage

## Albertospinos

Unique raid boss · Rotating Thursday boss · Boss level 24 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 25; boosts per stat ≤ 15 health, 15 damage, 15 speed.
Takes turns with other bosses in a rotating Thursday raid slot. Check the in-game Raid Hub to see which boss is live this week.
Page: https://jwaedge.com/raids?boss=albertospinos · This boss only: https://jwaedge.com/raids.md?boss=albertospinos

### Albertospinos: boss rounds

#### Round 1: HP 15,124 · Damage 1,813 · Speed 137 · Armor 0% · Crit 10% × 1.25
Resistances: Crit reduction 100%, Damage over time 95%, Damage reduction 55%, Rend 75%, Speed reduction 100%, Stun 100%, Vulnerability 25%, Affliction 80%, Healing reduction 80%. No resistance to: Swap prevention, Taunt, Armor reduction, Daze.
- Move 1: **Fierce Cleansing Impact** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 1.5x.
- Move 2: **Dragon's Bite** (delay 0, cooldown 0). All opponents: destroy shields; bypass armor, attack 1x. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 3: **Killer Instinct** (delay 1, cooldown 1, first priority). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- Counter: **Minimal Critical Counter** (delay 0, cooldown 0). Self: increase Crit Chance by 5% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 15,124 · Damage 1,813 · Speed 137 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Evasive Group Wounding Impact** (delay 0, cooldown 0). All opponents: damage over time 33.41% per turn for 3 turns. Highest HP opponent: attack 1.5x. Self: 100% chance to dodge 67% of damage for 2 turns, 8 attacks.
- Move 2: **Instant Defense Shattering Wound** (delay 0, cooldown 0, first priority). Highest damage opponent: destroy shields. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 3: **Dragon's Bite** (delay 0, cooldown 0). All opponents: destroy shields; bypass armor, attack 1x. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 4: **Breakthrough** (delay 1, cooldown 1, first priority). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.
- Counter: **Minimal Critical Counter** (delay 0, cooldown 0). Self: increase Crit Chance by 5% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 15,124 · Damage 1,813 · Speed 137 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 2.
- Move 1: **Evasive Group Wounding Impact** (delay 0, cooldown 0). All opponents: damage over time 33.41% per turn for 3 turns. Highest HP opponent: attack 1.5x. Self: 100% chance to dodge 67% of damage for 2 turns, 8 attacks.
- Move 2: **Killer Instinct** (delay 1, cooldown 1, first priority). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- Move 3: **Dragon's Bite** (delay 0, cooldown 0). All opponents: destroy shields; bypass armor, attack 1x. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 4: **Breakthrough** (delay 1, cooldown 1, first priority). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.
- Counter: **Minimal Critical Counter** (delay 0, cooldown 0). Self: increase Crit Chance by 5% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Albertospinos: minions

#### Shield Minion (level 23)
Round 1: HP 4,716 · Damage 1,217 · Speed 119 · Armor 50% · Crit 5% × 1.25
Resistances: Damage reduction 50%, Vulnerability 100%. No resistance to: Crit reduction, Damage over time, Rend, Speed reduction, Stun, Swap prevention, Taunt, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Decelerating Rampage** (delay 1, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.
- Move 3: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.

#### Nullifying Minion (level 23)
Round 1: HP 4,664 · Damage 1,140 · Speed 141 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Nullifying Strike** (delay 0, cooldown 0). Most positive effects opponent: remove all positive effects. Lowest HP opponent: attack 1x.
- Move 2: **Nullifying Impact** (delay 0, cooldown 2). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1.5x.
- Move 3: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.

### Albertospinos: community strategies (1)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By sp0nge · via JWA Rocks · written for game 2.13 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Albertospinos_Sp0nge.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Indoraptor Gen 2: Level: 24+; Speed: 1ST
- P2 Skoolasaurus: Level: 20+; Speed: 2ND
- P3 Thoradolosaur: Damage: 2291+; Speed: 3RD
- P4 Parasauthops: Level: 23+; Speed: 4TH

Turn by turn:
- Turn 1 (Round 1): P1 Indoraptor Gen 2: Mutual Fury | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Indoraptor Gen 2: Cautious Strike | P2 Skoolasaurus: Resilient Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Indoraptor Gen 2: Mutual Fury | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge
- Turn 4 (Round 2): P1 Indoraptor Gen 2: Cautious Strike | P2 Skoolasaurus: Resilient Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): P1 Indoraptor Gen 2: Mutual Fury | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge
- Turn 6 (Round 3): P1 Indoraptor Gen 2: Distracting Impact | P2 Skoolasaurus: no move listed | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike

Notes:
- Restart if the boss lands a critical hit on round 1, turn 1.

## Arctodus

Rare raid boss · Monday · Boss level 9 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=arctodus · This boss only: https://jwaedge.com/raids.md?boss=arctodus

### Arctodus: boss rounds

#### Round 1: HP 5,453 · Damage 458 · Speed 108 · Armor 10% · Crit 5% × 1.25
Resistances: Crit reduction 50%, Damage over time 20%, Damage reduction 50%, Rend 66%, Speed reduction 100%, Stun 90%, Vulnerability 100%, Armor reduction 50%, Affliction 80%, Healing reduction 80%. No resistance to: Swap prevention, Taunt, Daze.
- Move 1: **Dispersed Decelerating Impact** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1.5x.
- Move 2: **Shielding Strength** (delay 0, cooldown 0). Self: shield 50% for 2 turns, 8 attacks; increase Damage by 50% for 2 turns, 4 attacks.
- Move 3: **Taxing Strike** (delay 0, cooldown 0). Self: cleanse vulnerability; cleanse damage reduction. Lowest HP opponent: bypass armor, bypass dodge, attack 1x. Fastest opponent: remove speed increase.

#### Round 2: HP 5,453 · Damage 458 · Speed 108 · Armor 10% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Shielding Strength** (delay 0, cooldown 0). Self: shield 50% for 2 turns, 8 attacks; increase Damage by 50% for 2 turns, 4 attacks.
- Move 2: **Taxing Strike** (delay 0, cooldown 0). Self: cleanse vulnerability; cleanse damage reduction. Lowest HP opponent: bypass armor, bypass dodge, attack 1x. Fastest opponent: remove speed increase.
- Move 3: **Dispersed Decelerating Impact** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1.5x.

### Arctodus: community strategies

No community strategy has been added for this boss yet.

## Bajadasaurus

Rare raid boss · Tuesday · Boss level 9 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=bajadasaurus · This boss only: https://jwaedge.com/raids.md?boss=bajadasaurus

### Bajadasaurus: boss rounds

#### Round 1: HP 4,581 · Damage 349 · Speed 110 · Armor 0% · Crit 5% × 1.25
Resistances: Crit reduction 50%, Damage over time 80%, Damage reduction 45%, Rend 80%, Speed reduction 60%, Stun 75%, Vulnerability 45%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Bellow** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; shield 50% for 1 turn, 4 attacks. All opponents: reduce Speed by 50% for 2 turns. Self: taunt for 1 turn.
- Move 2: **Group Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 75% for 2 turns. Lowest HP opponent: bypass dodge, attack 1x. Fastest opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 3: **Total Cleanse and Strike** (delay 0, cooldown 0). All allies: cleanse all negative effects. All opponents: attack 1x.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 4,581 · Damage 349 · Speed 110 · Armor 0% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Bellow** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; shield 50% for 1 turn, 4 attacks. All opponents: reduce Speed by 50% for 2 turns. Self: taunt for 1 turn.
- Move 2: **Group Slowing Impact** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 75% for 2 turns; bypass dodge, attack 1.5x. Fastest opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 3: **Precise Devastation** (delay 0, cooldown 0). Highest HP opponent: bypass dodge, attack 3x. Self: taunt for 1 turn.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Bajadasaurus: community strategies

No community strategy has been added for this boss yet.

## Blue

Epic raid boss · Tuesday · Boss level 14 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 15; boosts per stat ≤ 5 health, 5 damage, 5 speed.
Page: https://jwaedge.com/raids?boss=blue · This boss only: https://jwaedge.com/raids.md?boss=blue

### Blue: boss rounds

#### Round 1: HP 6,904 · Damage 751 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: Crit reduction 50%, Damage over time 90%, Damage reduction 75%, Rend 90%, Speed reduction 75%, Stun 100%, Vulnerability 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Precise Pounce** (delay 0, cooldown 0). Lowest HP opponent: bypass dodge, attack 2x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 2: **Group Cunning Strike** (delay 0, cooldown 0). All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
- Move 3: **Cleansing Evasive Impact** (delay 0, cooldown 0). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 1 turn, 2 attacks. Lowest HP opponent: attack 1.5x.

#### Round 2: HP 6,904 · Damage 751 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Clever Dodge** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 1 turn, 4 attacks; increase Crit Chance by 100% for 3 turns, 3 attacks. All opponents: destroy shields.
- Move 2: **Out of the Blue** (delay 0, cooldown 0, first priority). Random opponent: bypass dodge, attack 2x. Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks. All opponents: reduce Damage by 50% for 1 turn, 2 attacks; reduce Speed by 50% for 1 turn.
- Move 3: **Cleansing Group Cunning Strike** (delay 0, cooldown 0). Self: cleanse all negative effects. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
- Move 4: **Precise Pounce** (delay 0, cooldown 0). Lowest HP opponent: bypass dodge, attack 2x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.

### Blue: community strategies (1)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

via JWA Rocks · written for game 2.7 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/blue.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Irritator: Level 15; No boosts
- P2 Ankylodicurus: Level 15; No boosts
- P3 Tyrannosaurus Rex: Level 15; No boosts; Slowest
- P4 Tyrannosaurus Rex: Level 15; No boosts; Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Irritator: Ready to Crush | P2 Ankylodicurus: Superior Vulnerability | P3 Tyrannosaurus Rex: Fierce Rampage | P4 Tyrannosaurus Rex: Fierce Rampage
- Turn 2 (Round 2): P1 Irritator: Group Takedown | P2 Ankylodicurus: Resilient Impact | P3 Tyrannosaurus Rex: Fierce Rampage | P4 Tyrannosaurus Rex: Fierce Rampage

Notes:
- Keep both T. Rex slower than the supporting creatures.

## Brachiosaurus

Epic raid boss · Wednesday · Boss level 14 · 3 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 15; boosts per stat ≤ 5 health, 5 damage, 5 speed.
Page: https://jwaedge.com/raids?boss=brachiosaurus · This boss only: https://jwaedge.com/raids.md?boss=brachiosaurus

### Brachiosaurus: boss rounds

#### Round 1: HP 13,363 · Damage 751 · Speed 109 · Armor 0% · Crit 15% × 1.25
Resistances: Crit reduction 50%, Damage over time 85%, Damage reduction 100%, Rend 80%, Speed reduction 100%, Stun 100%, Vulnerability 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Group Shield Strike** (delay 0, cooldown 0, first priority). Lowest HP opponent: attack 1x. All allies: shield 50% for 2 turns, 4 attacks.
- Move 2: **Group Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Resilient Vulnerability Rampage** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.

#### Round 2: HP 13,363 · Damage 751 · Speed 109 · Armor 0% · Crit 15% × 1.25
Resistances: same as round 1.
- Move 1: **Shielded Group Strike** (delay 0, cooldown 0, first priority). All opponents: attack 1x. All allies: shield 50% for 2 turns, 4 attacks.
- Move 2: **Group Resilient Impact** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.

#### Round 3: HP 13,363 · Damage 751 · Speed 109 · Armor 0% · Crit 15% × 1.25
Resistances: same as round 2.
- Move 1: **Group Shield Strike** (delay 0, cooldown 0, first priority). Lowest HP opponent: attack 1x. All allies: shield 50% for 2 turns, 4 attacks.
- Move 2: **Boom** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 3: **Shielded Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks. Self: shield 50% for 2 turns, 4 attacks.
- Move 4: **Resilient Impact** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.

### Brachiosaurus: community strategies (3)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Eleet · via JWA Rocks · written for game 2.14 · 5 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Brachiosaurus.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turns 4 to 5.

Team (player slot, creature, minimum requirements):
- P1 Thylacotator: Level: 15
- P2 Thylacotator: Level: 15
- P3 Thylacotator: Level: 15
- P4 Thylacotator: Level: 15

Turn by turn:
- Turn 1 (Round 1): Boss: Group Shield Strike | P1 Thylacotator: Maiming Wound (move 4) | P2 Thylacotator: Maiming Wound | P3 Thylacotator: Maiming Wound (move 4) | P4 Thylacotator: Maiming Wound
- Turn 2 (Round 1): Boss: Group Resilient Strike | P1 Thylacotator: Deliberate Prowl | P2 Thylacotator: Deliberate Prowl | P3 Thylacotator: Deliberate Prowl (move 2) | P4 Thylacotator: Deliberate Prowl
- Turn 3 (Round 2): Boss: Group Shield Strike | P1 Thylacotator: Rending Takedown | P2 Thylacotator: Rending Takedown | P3 Thylacotator: Rending Takedown | P4 Thylacotator: Rending Takedown (move 3)
- Turn 4 (Round 3): Boss: Group Shield Strike | P1 Thylacotator: Maiming Wound | P2 Thylacotator: Maiming Wound | P3 Thylacotator: Maiming Wound | P4 Thylacotator: Maiming Wound
- Turn 5 (Round 3): Boss: Resilient Vulnerability Rampage | P1 Thylacotator: Rending Takedown | P2 Thylacotator: Rending Takedown | P3 Thylacotator: Rending Takedown (move 3) | P4 Thylacotator: Rending Takedown

Notes:
- A Thylacotator may be knocked out; the remaining team can continue the plan.

#### Strategy 2

By BadSme11 · via JWA Rocks · written for game 2.14 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Brachiosaurus_2.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Irritator: Level 6+; More health than Andrewtodon
- P2 Andrewtherium: Level 11+; More health than Andrewtodon
- P3 Andrewtherium: Level 11+; More health than Andrewtodon
- P4 Andrewtodon: Level 11+; Lowest health

Turn by turn:
- Turn 1 (Round 1): P1 Irritator: Ready to Crush | P2 Andrewtherium: Rending Attack | P3 Andrewtherium: Rending Attack | P4 Andrewtodon: Armor Piercing Impact
- Turn 2 (Round 2): P1 Irritator: Defense Shattering Strike | P2 Andrewtherium: Group Warning Squeal | P3 Andrewtherium: Group Warning Squeal | P4 Andrewtodon: Rending Takedown
- Turn 3 (Round 3): P1 Irritator: Group Takedown | P2 Andrewtherium: Rending Attack | P3 Andrewtherium: Rending Attack | P4 Andrewtodon: Armor Piercing Impact

Notes:
- Andrewtodon must have the lowest health so the opening hit triggers its vulnerability counter.

#### Strategy 3

By GojoHatake, Darths of Dinos · via JWA Rocks · written for game 3.0 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Brachiosaurus_3.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Megalania: Level: 6+; Health: 1202+
- P2 Megalania: Level: 6+; Health: 1202+
- P3 Megalania: Level: 6+; Health: 1202+
- P4 Megalania: Level: 1+; Health: 1202+

Turn by turn:
- Turn 1 (Round 1): P1 Megalania: Devious Impact | P2 Megalania: Devious Impact | P3 Megalania: Devious Impact | P4 Megalania: Devious Impact
- Turn 2 (Round 2): P1 Megalania: Overwhelming Impact | P2 Megalania: Overwhelming Impact | P3 Megalania: Overwhelming Impact | P4 Megalania: Degenerating Strike

Notes:
- Use at least 1,202 health on every Megalania; 1,200 is insufficient.
- A boss critical hit can require a third turn. The source does not specify a third-turn move.

## Carnotaurus

Rare raid boss · Wednesday · Boss level 8 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=carnotaurus · This boss only: https://jwaedge.com/raids.md?boss=carnotaurus

### Carnotaurus: boss rounds

#### Round 1: HP 3,531 · Damage 272 · Speed 105 · Armor 0% · Crit 5% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Speed reduction 50%, Stun 90%, Vulnerability 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Taunt, Armor reduction.
- Move 1: **Defensive Group Taunt** (delay 0, cooldown 2). Self: cleanse all negative effects. All opponents: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
- Move 2: **Vulnerability Impact** (delay 0, cooldown 1). Highest HP opponent: attack 1.5x; vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Bold Rending Attack** (delay 0, cooldown 0). Highest HP opponent: destroy shields; bypass armor, deal 25% of max HP as damage (rend).
- Counter: **Sharp Counter** (delay 0, cooldown 0). Attacker: deal 10% of max HP as damage (rend).
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 3,531 · Damage 272 · Speed 105 · Armor 0% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Vulnerability Rampage** (delay 0, cooldown 0). Highest HP opponent: attack 2x; vulnerable 50% for 3 turns, 4 attacks.
- Move 2: **Defensive Group Taunt** (delay 0, cooldown 2). Self: cleanse all negative effects. All opponents: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
- Move 3: **Bold Rending Attack** (delay 0, cooldown 0). Highest HP opponent: destroy shields; bypass armor, deal 25% of max HP as damage (rend).
- Counter: **Sharp Counter** (delay 0, cooldown 0). Attacker: deal 10% of max HP as damage (rend).
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Carnotaurus: community strategies (2)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

via JWA Rocks · written for game 2.6 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Carnotaurus.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Carnotaurus: Level 6–10
- P2 Carnotaurus: Level 6–10
- P3 Carnotaurus: Level 6–10
- P4 Carnotaurus: Level 6–10

Turn by turn:
- Turn 1 (Round 1): P1 Carnotaurus: Vulnerability Strike | P2 Carnotaurus: Vulnerability Strike | P3 Carnotaurus: Vulnerability Strike | P4 Carnotaurus: Vulnerability Strike
- Turn 2 (Round 2): P1 Carnotaurus: Cleansing Impact | P2 Carnotaurus: Cleansing Impact | P3 Carnotaurus: Cleansing Impact | P4 Carnotaurus: Cleansing Impact

#### Strategy 2

By NelsonV · via JWA Rocks · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Carnotaurus2.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Irritator: Level 6
- P2 Irritator: Level 6
- P3 Irritator: Level 6
- P4 Tyrannosaurus Rex Gen 2: Level 9

Turn by turn:
- Turn 1 (Round 1): P1 Irritator: Ready to Crush | P2 Irritator: Ready to Crush | P3 Irritator: Ready to Crush | P4 Tyrannosaurus Rex Gen 2: Defense Shattering Impact
- Turn 2 (Round 2): P1 Irritator: Group Takedown | P2 Irritator: Group Takedown | P3 Irritator: Group Takedown | P4 Tyrannosaurus Rex Gen 2: Armor Piercing Rampage

## Ceramagnus

Apex raid boss · Tuesday · Boss level 30 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=ceramagnus · This boss only: https://jwaedge.com/raids.md?boss=ceramagnus

### Ceramagnus: boss rounds

#### Round 1: HP 19,220 · Damage 2,674 · Speed 114 · Armor 30% · Crit 20% × 1.25
Resistances: Crit reduction 50%, Damage over time 80%, Damage reduction 50%, Rend 80%, Speed reduction 100%, Stun 100%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Vulnerability.
- Move 1: **Group Acceleration** (delay 0, cooldown 1, first priority). All allies: cleanse speed reduction; increase Speed by 50% for 3 turns, 3 attacks. Lowest HP opponent: attack 1.5x.
- Move 2: **Random Piercing Rampage** (delay 0, cooldown 0). Random opponent: bypass armor, attack 2x.
- Move 3: **Primal Instant Charge** (delay 0, cooldown 0, first priority). Highest damage opponent: bypass armor, attack 1x. Random opponent: stun 75% chance for 1 turn.
- Move 4: **Random Piercing Rampage** (delay 0, cooldown 0). Random opponent: bypass armor, attack 2x.

#### Round 2: HP 19,220 · Damage 2,674 · Speed 114 · Armor 30% · Crit 20% × 1.25
Resistances: same as round 1.
- Move 1: **Group Acceleration** (delay 0, cooldown 1, first priority). All allies: cleanse speed reduction; increase Speed by 50% for 3 turns, 3 attacks. Lowest HP opponent: attack 1.5x.
- Move 2: **Stun, Pierce and Impact** (delay 0, cooldown 0). Lowest HP opponent: bypass armor, attack 1.5x. Random opponent: stun 75% chance for 1 turn.
- Move 3: **Cleansing Random Piercing Rampage** (delay 0, cooldown 0). Self: cleanse all negative effects. Random opponent: bypass armor, attack 2x.
- Move 4: **Primal Instant Charge** (delay 0, cooldown 0, first priority). Highest damage opponent: bypass armor, attack 1x. Random opponent: stun 75% chance for 1 turn.

#### Round 3: HP 19,220 · Damage 2,674 · Speed 114 · Armor 30% · Crit 20% × 1.25
Resistances: same as round 2.
- Move 1: **Stun, Pierce and Impact** (delay 0, cooldown 0). Lowest HP opponent: bypass armor, attack 1.5x. Random opponent: stun 75% chance for 1 turn.
- Move 2: **Cleansing Random Piercing Rampage** (delay 0, cooldown 0). Self: cleanse all negative effects. Random opponent: bypass armor, attack 2x.
- Move 3: **Primal Instant Charge** (delay 0, cooldown 0, first priority). Highest damage opponent: bypass armor, attack 1x. Random opponent: stun 75% chance for 1 turn.

### Ceramagnus: minions

#### Nullifying Minion (level 29)
Round 1: HP 7,813 · Damage 1,528 · Speed 129 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Nullifying Strike** (delay 0, cooldown 0). Most positive effects opponent: remove all positive effects. Lowest HP opponent: attack 1x.
- Move 2: **Nullifying Impact** (delay 0, cooldown 2). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1.5x.
- Move 3: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.

#### Deceleration Minion (level 29)
Round 1: HP 5,743 · Damage 1,736 · Speed 112 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Shielded Decelerating Strike** (delay 0, cooldown 0). Self: shield 50% for 1 turn, 4 attacks. Lowest HP opponent: reduce Speed by 50% for 2 turns, 4 attacks; bypass dodge, attack 1x.
- Move 2: **Group Decelerating Strike** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1x.
- Counter: **Decelerating Counter** (delay 0, cooldown 0). Attacker: reduce Speed by 50% for 1 turn, 1 attack. Lowest HP opponent: attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Ceramagnus: community strategies (2)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Kiko’s shadow, DinoZone · via JWA Rocks · written for game 2.17 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Ceramagnus51.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Diloracheirus: Damage: 2K
- P2 Thoradolosaur: Damage: 2.8K; Speed: 113
- P3 Thoradolosaur: Damage: 2.2K; Speed: 113
- P4 Parasauthops: Health: 4.5K

Turn by turn:
- Turn 1 (Round 1): Boss: Group Acceleration | P1 Diloracheirus: Group Vitalize (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 2 (Round 1): Boss: Random Piercing Rampage | P1 Diloracheirus: Revenge Cunning Rampage (move 4) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Alert Instant Heal (move 3)
- Turn 3 (Round 2): Boss: Group Acceleration | P1 Diloracheirus: Dispersed Cunning Strike (move 1) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 2)
- Turn 4 (Round 2): Boss: Stun, Pierce and Impact | P1 Diloracheirus: Distracting Team Heal (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Resilient Rampage Revenge (move 4)
- Turn 5 (Round 3): Boss: Stun, Pierce and Impact | P1 Diloracheirus: Group Vitalize (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 6 (Round 3): Boss: Cleansing Random Piercing Rampage | P1 Diloracheirus: Revenge Cunning Rampage (move 4) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Resilient Rampage Revenge (move 4)

#### Strategy 2

By Amber, Wkeikouw · via JWA Rocks · written for game 2.10 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/CeraMagnus5.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 2100+
- P2 Skoolasaurus: Level: 16
- P3 Thoradolosaur: Health: 5300; Damage: 2800; Speed: 113
- P4 Thoradolosaur: Damage: 2410; Speed: 113

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Tip the Scales (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 4 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 6 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Resilient Strike | P3 Thoradolosaur: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage

Notes:
- The two Thoradolosaurs need at least 5,210 combined damage.

## Distortus Rex

Unique raid boss · Rotating Sunday & Monday & Thursday & Saturday boss · Boss level 32 · 3 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Takes turns with other bosses in a rotating Sunday and Monday and Thursday and Saturday raid slot. Check the in-game Raid Hub to see which boss is live this week.
Page: https://jwaedge.com/raids?boss=distortus-rex · This boss only: https://jwaedge.com/raids.md?boss=distortus-rex

### Distortus Rex: boss rounds

#### Round 1: HP 45,375 · Damage 3,260 · Speed 123 · Armor 15% · Crit 15% × 1.25
Resistances: Crit reduction 50%, Damage over time 90%, Damage reduction 85%, Rend 75%, Speed reduction 100%, Stun 100%, Taunt 100%, Vulnerability 75%, Armor reduction 100%, Affliction 90%, Daze 80%. No resistance to: Swap prevention, Healing reduction.
- Move 1: **Roar of Distortion** (delay 0, cooldown 2, first priority). All opponents: bypass armor, bypass dodge, attack 1.5x. Self: reduce Damage by 25% for 2 turns; reduce Armor by 10% for 2 turns.
- Move 2: **Devouring Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x, devour heal 20% over 4 turns.
- Move 3: **Fierce Decelerating Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 4: **Fierce Cleansing Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.

#### Round 2: HP 45,375 · Damage 3,088 · Speed 127 · Armor 10% · Crit 15% × 1.25
Resistances: same as round 1.
- Move 1: **Distorted Dominance** (delay 0, cooldown 3, first priority). All opponents: destroy shields; bypass armor, bypass dodge, attack 1x; reduce Healing by 25% for 4 turns, 8 attacks. Self: increase Damage by 25% for 4 turns, 8 attacks; increase Armor by 25% for 4 turns, 8 attacks; heal 2x damage.
- Move 2: **Fierce Devouring Impact** (delay 0, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 2 turns; remove taunt. Self: cleanse vulnerability.
- Move 3: **Group Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 4: **Distorting Rage** (delay 0, cooldown 3). All opponents: destroy shields; bypass armor, bypass dodge, attack 3x. Self: increase Damage by 50% for 4 turns.
- Move 4: **Distorting Rage** [threatened version: used while its HP is ≤ 75%] (delay 0, cooldown 3). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1.5x. Self: increase Damage by 25% for 2 turns.

#### Round 3: HP 63,525 · Damage 3,603 · Speed 115 · Armor 25% · Crit 25% × 1.5
Resistances: same as round 2.
- Move 1: **Fierce Double Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields; remove taunt; bypass armor, attack 0.66x; bypass armor, attack 0.66x.
- Move 2: **Distorted Dominance** (delay 0, cooldown 3, first priority). All opponents: destroy shields; bypass armor, bypass dodge, attack 1x; reduce Healing by 25% for 4 turns, 8 attacks. Self: increase Damage by 25% for 4 turns, 8 attacks; increase Armor by 25% for 4 turns, 8 attacks; heal 2x damage.
- Move 3: **Fierce Devouring Rampage** (delay 1, cooldown 1). Lowest HP opponent: destroy shields; bypass armor, attack 2x, devour heal 60% over 4 turns; remove taunt. Self: cleanse vulnerability.
- Move 4: **Distorting Rage** (delay 0, cooldown 3). All opponents: destroy shields; bypass armor, bypass dodge, attack 3x. Self: increase Damage by 50% for 4 turns.
- Move 4: **Distorting Rage** [threatened version: used while its HP is ≤ 75%] (delay 0, cooldown 3). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1.5x. Self: increase Damage by 25% for 2 turns.
- Counter: **Medium Nullifying Counter** (delay 0, cooldown 0). Attacker: remove all effects; attack 0.5x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- Reactive: **Passive Cheat Death 1t (Reactive)** (delay 0, cooldown 0).

### Distortus Rex: community strategies (4)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

via JWA Rocks · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/DistortusRex_raid_1.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turns 4 to 6.

Team (player slot, creature, minimum requirements):
- P1 Gryganyth: no minimum stats listed
- P2 Gryganyth: no minimum stats listed
- P3 Gryganyth: no minimum stats listed
- P4 Gryganyth: no minimum stats listed

Turn by turn:
- Turn 1 (Round 1): P1 Gryganyth: Skewer | P2 Gryganyth: Skewer | P3 Gryganyth: Skewer | P4 Gryganyth: Skewer
- Turn 2 (Round 1): P1 Gryganyth: Maximum Ferocity | P2 Gryganyth: Maximum Ferocity | P3 Gryganyth: Maximum Ferocity | P4 Gryganyth: Maximum Ferocity
- Turn 3 (Round 2): P1 Gryganyth: Fierce Devouring Rampage | P2 Gryganyth: Fierce Devouring Rampage | P3 Gryganyth: Fierce Devouring Rampage | P4 Gryganyth: Fierce Devouring Rampage
- Turn 4 (Round 3): P1 Gryganyth: Healing Fierce Strike | P2 Gryganyth: Healing Fierce Strike | P3 Gryganyth: Healing Fierce Strike | P4 Gryganyth: Healing Fierce Strike
- Turn 5 (Round 3): P1 Gryganyth: Maximum Ferocity | P2 Gryganyth: Maximum Ferocity | P3 Gryganyth: Maximum Ferocity | P4 Gryganyth: Maximum Ferocity
- Turn 6 (Round 3): P1 Gryganyth: Fierce Devouring Rampage | P2 Gryganyth: Fierce Devouring Rampage | P3 Gryganyth: Fierce Devouring Rampage | P4 Gryganyth: Fierce Devouring Rampage

#### Strategy 2

By Flock members · via JWA Rocks · written for game 3.16 · 7 turns over 3 rounds. Original: https://jwa.rocks/images/raids/DistortusRex_raid_2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 7.

Team (player slot, creature, minimum requirements):
- P1 Becklejara: Level 30; Health 8,000+; Damage 2,757+; Speed 125 (base)
- P2 Becklejara: Level 30; Health 8,000+; Damage 2,757+; Speed 125 (base)
- P3 Diloracheirus: Level 30; Lowest health; Damage 2,807+
- P4 Indolycan: Level 30; Health 7,000+; Damage 2,500+; Fastest

Turn by turn:
- Turn 1 (Round 1): Boss: Roar of Distortion | P1 Becklejara: Afflicting Devouring Lockdown | P2 Becklejara: Afflicting Devouring Lockdown | P3 Diloracheirus: Group Vitalize | P4 Indolycan: Evasive Ferocious Rampage [not in its current moves]
- Turn 2 (Round 1): Boss: Devouring Fierce Strike | P1 Becklejara: Alert Shrieking Dodge | P2 Becklejara: Alert Shrieking Dodge | P3 Diloracheirus: Dispersed Cunning Strike | P4 Indolycan: Cloak of Rage
- Turn 3 (Round 2): Boss: Distorted Dominance | P1 Becklejara: Agile Dominance | P2 Becklejara: Agile Dominance | P3 Diloracheirus: Distracting Team Heal | P4 Indolycan: Distracting Devour Impact
- Turn 4 (Round 2): Boss: Fierce Devouring Impact | P1 Becklejara: Ferocious Shielded Heal | P2 Becklejara: Ferocious Shielded Heal | P3 Diloracheirus: Dispersed Cunning Strike | P4 Indolycan: Cautious Disarming Strike
- Turn 5 (Round 3): Boss: Fierce Double Strike | P1 Becklejara: Afflicting Devouring Lockdown | P2 Becklejara: Afflicting Devouring Lockdown | P3 Diloracheirus: Group Vitalize | P4 Indolycan: Evasive Ferocious Rampage [not in its current moves]
- Turn 6 (Round 3): Boss: Distorted Dominance | P1 Becklejara: Ferocious Shielded Heal | P2 Becklejara: Ferocious Shielded Heal | P3 Diloracheirus: Revenge Cunning Rampage | P4 Indolycan: Cloak of Rage
- Turn 7 (Round 3): Boss: Fierce Devouring Rampage | P1 Becklejara: Agile Dominance | P2 Becklejara: Agile Dominance | P3 Diloracheirus: Distracting Team Heal | P4 Indolycan: Distracting Devour Impact

Notes:
- Diloracheirus must heal on the first turn so the Becklejaras keep their damaging move on turn 2.
- If the second phase takes an extra turn, continue with the next moves. One Becklejara can be lost without ending the attempt.
- On turn 6, use Indolycan’s strike or cloak according to cooldown.
- Avoid activating the Cheat Death reactive; it can force a restart.

#### Strategy 3

By IDGT902 · via JWA Rocks · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/DistortusRex_raid_3.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Spinotops: Lowest health
- P2 Spinotops: no minimum stats listed
- P3 Spinotops: Fastest
- P4 Spinotops: no minimum stats listed

Turn by turn:
- Turn 1 (Round 1): P1 Spinotops: Recuperating Brace | P2 Spinotops: Group Ferocious Charge | P3 Spinotops: Recuperating Brace | P4 Spinotops: Group Ferocious Charge
- Turn 2 (Round 1): P1 Spinotops: Group Ferocious Charge | P2 Spinotops: Recuperating Brace | P3 Spinotops: Alert Nullify Resilient Rampage | P4 Spinotops: Recuperating Brace
- Turn 3 (Round 2): P1 Spinotops: Recuperating Brace | P2 Spinotops: Group Ferocious Charge | P3 Spinotops: Group Ferocious Charge | P4 Spinotops: Alert Nullify Resilient Rampage
- Turn 4 (Round 2): P1 Spinotops: Alert Nullify Resilient Rampage | P2 Spinotops: Recuperating Brace | P3 Spinotops: Recuperating Brace | P4 Spinotops: Recuperating Brace
- Turn 5 (Round 3): P1 Spinotops: Recuperating Brace | P2 Spinotops: Group Ferocious Charge | P3 Spinotops: Alert Nullify Resilient Rampage | P4 Spinotops: Group Ferocious Charge
- Turn 6 (Round 3): P1 Spinotops: Protective Advance [not in its current moves] | P2 Spinotops: Alert Nullify Resilient Rampage | P3 Spinotops: Recuperating Brace | P4 Spinotops: Alert Nullify Resilient Rampage

#### Strategy 4

By zenotix, ar3r0thh · via JWA Rocks · written for game 3.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/DistortusRex_raid_4.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 5; Round 3 = turn 6.

Team (player slot, creature, minimum requirements):
- P1 Indolycan: More health than Concatosaurus; Damage 3,047+
- P2 Spinotops: More health than Concatosaurus; Damage 2,150+; Faster than Olorotitan and Concatosaurus
- P3 Olorotitan: More health than Concatosaurus; Damage 2,004+; Slowest
- P4 Concatosaurus: Lowest health; Use the damage/health combinations below

Turn by turn:
- Turn 1 (Round 1): Boss: Roar of Distortion | P1 Indolycan: Evasive Ferocious Rampage [not in its current moves] | P2 Spinotops: Group Ferocious Charge | P3 Olorotitan: Herd Sentinel | P4 Concatosaurus: Rampage Intervention
- Turn 2 (Round 1): Boss: Devouring Fierce Strike | P1 Indolycan: Cautious Disarming Strike | P2 Spinotops: Alert Nullify Resilient Rampage | P3 Olorotitan: Protect the Herd | P4 Concatosaurus: Ferocious Resilient Strike
- Turn 3 (Round 2): Boss: Distorted Dominance | P1 Indolycan: Distracting Devour Impact | P2 Spinotops: Recuperating Brace | P3 Olorotitan: Rampage Intervention | P4 Concatosaurus: Cleansing Group Shield
- Turn 4 (Round 2): Boss: Fierce Devouring Impact | P1 Indolycan: Cautious Disarming Strike | P2 Spinotops: Protective Advance [not in its current moves] | P3 Olorotitan: Protect the Herd | P4 Concatosaurus: Nullifying Group Impact
- Turn 5 (Round 2): Boss: Group Cunning Impact | P1 Indolycan: Cloak of Rage | P2 Spinotops: Alert Nullify Resilient Rampage | P3 Olorotitan: Ferocious Assisted Rampage | P4 Concatosaurus: Ferocious Resilient Strike
- Turn 6 (Round 3): Boss: Fierce Double Strike | P1 Indolycan: Evasive Ferocious Rampage [not in its current moves] | P2 Spinotops: Group Ferocious Charge | P3 Olorotitan: Rampage Intervention | P4 Concatosaurus: Rampage Intervention

Notes:
- Concatosaurus damage → health minimum: 1,500 → 6,957; 1,700 → 6,842; 1,800 → 6,784; 1,900 → 6,727; 2,000 → 6,669; 2,100 → 6,612; 2,500 → 6,382.
- Those pairs account for failed dodges and boss critical hits. Lower stats introduce risk; Concatosaurus must survive the opening turn and can be lost if a later dodge fails.

More: More community strategies on IDGT902: https://www.idgt902.com/post/jurassic-world-alive-raid-strategy-hub

## Dreadnoughtus

Rare raid boss · Thursday · Boss level 9 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=dreadnoughtus · This boss only: https://jwaedge.com/raids.md?boss=dreadnoughtus

### Dreadnoughtus: boss rounds

#### Round 1: HP 5,017 · Damage 370 · Speed 121 · Armor 10% · Crit 5% × 1.25
Resistances: Damage over time 90%, Damage reduction 50%, Rend 75%, Speed reduction 100%, Stun 90%, Taunt 50%, Vulnerability 10%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention.
- Move 1: **Dispersed Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 50% for 2 turns; bypass dodge, attack 1x; vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Group Invincibility** (delay 0, cooldown 0, first priority). All allies: shield 100% for 1 turn, 2 attacks. Self: taunt for 1 turn.
- Move 3: **Decelerating Rampage** (delay 1, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.

#### Round 2: HP 5,017 · Damage 370 · Speed 121 · Armor 10% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Group Taunting Shield Strike** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. All opponents: attack 1x.
- Move 2: **Dispersed Decelerating Impact** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1.5x.
- Move 3: **Group Shielding Rampage** (delay 0, cooldown 0). All allies: shield 50% for 2 turns, 4 attacks. Self: taunt for 1 turn. All opponents: attack 2x.

### Dreadnoughtus: community strategies (1)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Stylish Groose · via JWA Rocks · written for game 2.18 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/DreadnoughtusRaid.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Allosaurus: Level: 10
- P2 Baryonyx Gen 2: Level: 10
- P3 Carnotaurus: Level: 10
- P4 Tyrannosaurus Rex Gen 2: Level: 10

Turn by turn:
- Turn 1 (Round 1): Boss: Dispersed Superior Vulnerability | P1 Allosaurus: Fierce Impact | P2 Baryonyx Gen 2: Ready to Crush | P3 Carnotaurus: Cleansing Impact | P4 Tyrannosaurus Rex Gen 2: Defense Shattering Impact
- Turn 2 (Round 2): Boss: Group Taunting Shield Strike | P1 Allosaurus: Fierce Strike | P2 Baryonyx Gen 2: Defense Shattering Strike | P3 Carnotaurus: Vulnerability Strike | P4 Tyrannosaurus Rex Gen 2: Armor Piercing Rampage

## Gorgotrebax

Apex raid boss · Wednesday · Boss level 30 · 4 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=gorgotrebax · This boss only: https://jwaedge.com/raids.md?boss=gorgotrebax

### Gorgotrebax: boss rounds

#### Round 1: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: Crit reduction 50%, Damage over time 80%, Damage reduction 75%, Rend 80%, Speed reduction 50%, Stun 100%, Vulnerability 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Instant Group Acceleration Strike** (delay 0, cooldown 0, first priority). All allies: increase Speed by 50% for 3 turns. Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 4 attacks; attack 1x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns.
- Move 2: **Revenge Random Distracting Impact** (delay 0, cooldown 0). Random opponent: attack 1.5x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 2: **Revenge Random Distracting Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: reduce Damage by 50% for 2 turns, 2 attacks. Lowest HP opponent: attack 1.5x.
- Move 3: **Revenge Cunning Rampage** (delay 0, cooldown 0). Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 4 attacks; attack 2x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Group Cunning Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 2x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.

#### Round 2: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 1.
- Move 1: **Instant Group Distraction** (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks.
- Move 2: **Revenge Nullifying Impact** (delay 0, cooldown 0). Most positive effects opponent: remove all effects; attack 1.5x.
- Move 2: **Revenge Aoenullifying Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove all effects; attack 1.5x.
- Move 3: **Revenge Group Thwarting Impact** (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1.5x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Group Thwarting Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 2x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 4: **Random Cautious Accelerated Impact** (delay 0, cooldown 0). Self: increase Speed by 50% for 2 turns; 75% chance to dodge 67% of damage for 1 turn, 4 attacks. Random opponent: bypass dodge, attack 1.5x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.

#### Round 3: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 2.
- Move 1: **Instant Group Distraction** (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks.
- Move 2: **Revenge Group Cunning Strike** (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 2: **Revenge Group Cunning Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1.5x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Nullifying Impact** (delay 0, cooldown 0). Most positive effects opponent: remove all effects; attack 1.5x.
- Move 3: **Revenge Aoenullifying Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove all effects; attack 1.5x.

#### Round 4: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 3.
- Move 1: **Revenge Random Cautious Strike** (delay 0, cooldown 0). Self: increase Speed by 50% for 2 turns; 75% chance to dodge 67% of damage for 1 turn, 4 attacks. Random opponent: bypass dodge, attack 1x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 1: **Revenge Random Cautious Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: increase Speed by 50% for 2 turns; 75% chance to dodge 67% of damage for 1 turn, 4 attacks. All opponents: bypass dodge, attack 1.5x; reduce Damage by 50% for 1 turn, 2 attacks.
- Move 2: **Revenge Nullifying Rampage** (delay 0, cooldown 0). Most positive effects opponent: remove all effects; attack 2x.
- Move 2: **Revenge Aoenullifying Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove all effects; attack 2x.

### Gorgotrebax: minions

#### Group Shattering Minion (level 29)
Round 1: HP 5,521 · Damage 1,331 · Speed 142 · Armor 0% · Crit 30% × 1.25
Resistances: Stun 100%. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Group Defense Shattering Strike** (delay 0, cooldown 0). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Group Ferocity** (delay 0, cooldown 2, first priority). All allies: remove damage reduction; cleanse crit reduction; increase Damage by 75% for 2 turns, 2 attacks; increase Crit Chance by 15% for 2 turns, 2 attacks.
- Move 3: **Group Shattering Impact** (delay 0, cooldown 1). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 1.5x.

#### Shield Minion (level 29)
Round 1: HP 6,685 · Damage 1,701 · Speed 121 · Armor 50% · Crit 5% × 1.25
Resistances: Damage reduction 50%, Vulnerability 100%. No resistance to: Crit reduction, Damage over time, Rend, Speed reduction, Stun, Swap prevention, Taunt, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Decelerating Rampage** (delay 1, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.
- Move 3: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.

### Gorgotrebax: community strategies (6)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By mykarz13, SleeplessHunters · via JWA Rocks · written for game 2.12 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_1.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 21+
- P2 Enteloceros: Level: 16+
- P3 Thoradolosaur: Damage: 2977+; Speed: 3rd
- P4 Parasauthops: Level: 21+; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 3)
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 2)
- Turn 4 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 3)
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 7 (Round 4): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 8 (Round 4): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- The source allows Entelochops with more than 2,720 health or Indoraptor Gen 2 with more than 2,914 health in Enteloceros’s place. Check the corresponding moves when substituting.

#### Strategy 2

By SleeplessHunters, Zola25, Spinebreaker · via JWA Rocks · written for game 2.11 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_2.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Parasauthops: Level: 21+
- P2 Enteloceros: Level: 16+; Speed: 130+
- P3 Thoradolosaur: Damage: 3013+; Speed: 118+
- P4 Skoolasaurus: Level: 16+

Turn by turn:
- Turn 1 (Round 1): P1 Parasauthops: Dispersed Cunning Strike (move 1) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoolasaurus: Group Distraction (move 3) [not in its current moves]
- Turn 2 (Round 1): P1 Parasauthops: Alert Instant Heal (move 2) | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Tip the Scales (move 2)
- Turn 3 (Round 2): P1 Parasauthops: Alert Instant Heal (move 3) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoolasaurus: Resilient Strike
- Turn 4 (Round 2): P1 Parasauthops: Dispersed Cunning Strike (move 1) | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Resilient Strike
- Turn 5 (Round 3): P1 Parasauthops: Alert Instant Heal (move 2) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoolasaurus: Group Distraction (move 3) [not in its current moves]
- Turn 6 (Round 3): P1 Parasauthops: Dispersed Cunning Strike | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Group Taunting Shields Strike
- Turn 7 (Round 4): P1 Parasauthops: Alert Instant Heal (move 3) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoolasaurus: Resilient Strike
- Turn 8 (Round 4): P1 Parasauthops: Resilient Rampage Revenge (move 4) | P2 Enteloceros: Superiority Strike or Revenge Shattering Rampage (1 if Para survives; 4 if knocked out) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Tip the Scales (move 2)

Notes:
- Alternative requirements: Parasauthops 23 / Enteloceros 16 / Thor damage 2,973+; Parasauthops 21 / Enteloceros 16 / Thor 3,031+; or Parasauthops 21 / Enteloceros 20 / Thor 2,973+.
- Enteloceros’s last move depends on whether Parasauthops survives turn 7; consult the two illustrated alternatives below.

#### Strategy 3

By SleeplessHunters · via JWA Rocks · written for game 2.12 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_3.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 21+; Damage: 1950+; Speed: 1st or 2nd
- P2 Indoraptor Gen 2: Level: 21+; Speed: 1st or 2nd
- P3 Thoradolosaur: Damage: 2972+; Speed: 121-127
- P4 Parasauthops: Level: 21+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Distracting Impact | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Distracting Impact | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 7 (Round 4): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 8 (Round 4): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- The opening turn can fail when a boss critical hit combines with a minion attack, or when a ferocity-boosted boss crit and Doedicurus’s Resilient Strike occur together.

#### Strategy 4

By Amber · via JWA Rocks · written for game 2.11 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax8steps2.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Indoraptor Gen 2: Level: 21
- P2 Thoradolosaur: Damage: 2972; Speed: 117+, 2nd
- P3 Ceramagnus: Level: 26
- P4 Parasauthops: Level: 21

Turn by turn:
- Turn 1 (Round 1): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Group Acceleration (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 2 (Round 1): P1 Indoraptor Gen 2: Distracting Impact (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Group Resilient Strike | P4 Parasauthops: Alert Instant Heal (move 2)
- Turn 3 (Round 2): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Resilient Strike (move 1) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 4 (Round 2): P1 Indoraptor Gen 2: Cautious Strike (move 1) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Resilient Strike (move 1) [not in its current moves] | P4 Parasauthops: Greater Group Heal (move 3)
- Turn 5 (Round 3): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Group Acceleration [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 6 (Round 3): P1 Indoraptor Gen 2: Distracting Impact (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Resilient Strike (move 1) [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 2)
- Turn 7 (Round 4): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Precise Rampage (move 4) | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 8 (Round 4): P1 Indoraptor Gen 2: Cautious Strike | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Group Acceleration (move 2) [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge (move 4)

Notes:
- For the worst case where Parasauthops is knocked out on turn 7: Ceramagnus level 26 / 27 / 28 pairs with Thoradolosaur damage 3,065 / 3,010 / 2,972 respectively.
- In the final round, follow the attacking sequence rather than adding a heal.

#### Strategy 5

By Yorkshiresaurus, RaptorJoe · via JWA Rocks · written for game 3.3 · 4 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_5.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3; Round 4 = turn 4.

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level 21+
- P2 Thylos Intrepidus: Level 21+
- P3 Rexy: Damage 2,400+; Speed 124+
- P4 Mortem Rex: Damage 3,200+; Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Rexy: Dominant Roar | P4 Mortem Rex: Roar
- Turn 2 (Round 2): P1 Thylos Intrepidus: Dual Rending Assault | P2 Thylos Intrepidus: Crushing Prowl | P3 Rexy: Fierce Devouring Rampage | P4 Mortem Rex: Alert Fatal Strike
- Turn 3 (Round 3): P1 Thylos Intrepidus: Crushing Prowl | P2 Thylos Intrepidus: Dual Rending Assault | P3 Rexy: Alert Fierce Strike | P4 Mortem Rex: Alert Fatal Strike
- Turn 4 (Round 4): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Rexy: Dominant Roar | P4 Mortem Rex: Roar

Notes:
- This edition revises the original plan for Mortem Rex’s move update.

#### Strategy 6

By Ken, Team Chaos Theory, RaptorJoe, Dinomight50 · via JWA Rocks · written for game 3.1 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_6.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3; Round 4 = turns 4 to 5.

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level 21+; Speed below 147
- P2 Rexy: Health 4,000+ preferred; Damage 2,850+; Speed 124+
- P3 Mortem Rex: Damage 3,000+; Slower than Rexy; Highest damage
- P4 Thylos Intrepidus: Level 21+; Speed below 147
  - Or Rexy: Damage 2,500+; Faster than Thylos (own turn plan below)
  - Or Indolycan: Level 26+ (own turn plan below)
  - Or Indoraptor Gen 2: Level 16+ (own turn plan below)

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Rexy: Dominant Roar | P3 Mortem Rex: Roar | P4 Thylos Intrepidus: Minor Rending Lockdown
- Turn 2 (Round 2): P1 Thylos Intrepidus: Crushing Prowl | P2 Rexy: Alert Fierce Strike | P3 Mortem Rex: Fierce Rampage | P4 Thylos Intrepidus: Dual Rending Assault
- Turn 3 (Round 3): P1 Thylos Intrepidus: Dual Rending Assault | P2 Rexy: Alert Fierce Strike | P3 Mortem Rex: Alert Fatal Strike | P4 Thylos Intrepidus: Crushing Prowl
- Turn 4 (Round 4): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Rexy: Dominant Roar | P3 Mortem Rex: Roar | P4 Thylos Intrepidus: Minor Rending Lockdown
- Turn 5 (Round 4): P1 Thylos Intrepidus: no move listed | P2 Rexy: Fierce Devouring Rampage | P3 Mortem Rex: no move listed | P4 Thylos Intrepidus: no move listed
- If P4 is Rexy: T1 Defense Shattering Revenge | T2 Dominant Roar | T3 Alert Fierce Strike | T4 Fierce Devouring Rampage | T5 no move listed
- If P4 is Indolycan: T1 Cautious Disarming Strike | T2 Cloak of Rage | T3 Cautious Disarming Strike | T4 Evasive Ferocious Rampage [not in its current moves] | T5 no move listed
- If P4 is Indoraptor Gen 2: T1 Cautious Strike | T2 Mutual Fury | T3 Cautious Strike | T4 Mutual Fury | T5 no move listed

Notes:
- Choose one of the four options for player 4; keep the first three players unchanged.
- Mortem Rex must have the highest damage. A fifth turn may be needed; the extra Rexy move is included.

## Haast Maximus

Apex raid boss · Thursday · Boss level 30 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=haast-maximus · This boss only: https://jwaedge.com/raids.md?boss=haast-maximus

### Haast Maximus: boss rounds

#### Round 1: HP 18,718 · Damage 2,461 · Speed 129 · Armor 0% · Crit 35% × 1.25
Resistances: Crit reduction 50%, Damage over time 80%, Damage reduction 50%, Rend 80%, Speed reduction 25%, Stun 80%, Vulnerability 30%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
- Move 2: **Group Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 3: **Evasive Rampage** (delay 1, cooldown 2). Self: 75% chance to dodge 67% of damage for 2 turns, 4 attacks. Lowest HP opponent: attack 2x.
- Counter: **Rocket Alert** (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Counter: **Rocket Alert** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 18,718 · Damage 2,461 · Speed 129 · Armor 0% · Crit 35% × 1.25
Resistances: same as round 1.
- Move 1: **Group Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 2: **Piercing Screech** (delay 0, cooldown 3, first priority). All allies: cleanse all negative effects. Self: increase Speed by 10% for 1 turn. All allies: increase Crit Chance by 20% for 2 turns, 4 attacks. All opponents: reduce Damage by 50% for 2 turns, 4 attacks; reduce Armor by 20% for 2 turns, 4 attacks.
- Move 3: **Ravenous Rampage** (delay 1, cooldown 2, first priority). Highest damage opponent: remove dodge. Most positive effects opponent: remove cloak. Highest HP opponent: attack 2.5x.
- Move 4: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
- Counter: **Rocket Alert** (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Counter: **Rocket Alert** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 18,718 · Damage 2,461 · Speed 129 · Armor 0% · Crit 35% × 1.25
Resistances: same as round 2.
- Move 1: **Ravenous Rampage** (delay 1, cooldown 2, first priority). Highest damage opponent: remove dodge. Most positive effects opponent: remove cloak. Highest HP opponent: attack 2.5x.
- Move 2: **Piercing Screech** (delay 0, cooldown 3, first priority). All allies: cleanse all negative effects. Self: increase Speed by 10% for 1 turn. All allies: increase Crit Chance by 20% for 2 turns, 4 attacks. All opponents: reduce Damage by 50% for 2 turns, 4 attacks; reduce Armor by 20% for 2 turns, 4 attacks.
- Move 3: **Group Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 4: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
- Counter: **Rocket Alert** (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Counter: **Rocket Alert** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Haast Maximus: minions

#### Shield Minion (level 29)
Round 1: HP 6,806 · Damage 1,562 · Speed 127 · Armor 50% · Crit 5% × 1.25
Resistances: Damage reduction 50%, Vulnerability 100%. No resistance to: Crit reduction, Damage over time, Rend, Speed reduction, Stun, Swap prevention, Taunt, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Decelerating Rampage** (delay 1, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.
- Move 3: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.

#### Damage Increase Minion (level 29)
Round 1: HP 7,553 · Damage 1,528 · Speed 126 · Armor 0% · Crit 30% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Ready to Crush** (delay 0, cooldown 2). All allies: cleanse crit reduction; cleanse damage reduction; increase Crit Chance by 30% for 4 turns, 2 attacks; increase Damage by 50% for 4 turns, 2 attacks.
- Move 3: **Group Takedown** (delay 1, cooldown 2, first priority). All allies: remove damage reduction; cleanse crit reduction; increase Damage by 50% for 2 turns, 1 attack.

### Haast Maximus: community strategies (4)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By sp0nge · via JWA Rocks · written for game 2.18 · 9 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HaastMax_raid_1.png · Video: https://youtu.be/3fRdJmyhvig

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 26+; Speed: 1ST
- P2 Mortem Rex: Damage 2,800+; Second fastest
- P3 Skoonasaurus: Damage: 1500+; Speed: 3RD
- P4 Diorajasaur: Level: 21+; Speed: 4TH

Turn by turn:
- Turn 1 (Round 1): Boss: Fearless Flap | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Roar (move 3) | P3 Skoonasaurus: Group Decelerating Rampage (move 2) | P4 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves]
- Turn 2 (Round 1): Boss: Group Cunning Impact | P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Mortem Rex: Alert Fatal Strike (move 1) | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 3 (Round 1): Boss: Evasive Rampage | P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Skoonasaurus: Resilient Strike (move 1) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 4 (Round 2): Boss: Group Cunning Impact | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Roar (move 3) | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves]
- Turn 5 (Round 2): Boss: Piercing Screech | P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P3 Skoonasaurus: Group Decelerating Rampage (move 2) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 6 (Round 2): Boss: Ravenous Rampage | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Skoonasaurus: Instant Invincibility Taunt (move 3) | P4 Diorajasaur: Resilient Rampage (move 2)
- Turn 7 (Round 3): Boss: Ravenous Rampage | P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Mortem Rex: Roar | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 8 (Round 3): Boss: Piercing Screech | P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P3 Skoonasaurus: Group Decelerating Rampage (move 2) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 9 (Round 3): Boss: Group Cunning Impact | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Resilient Rampage (move 2)

#### Strategy 2

By SleeplessHunters · via JWA Rocks · written for game 2.9 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HaastMax3.png · Video: https://youtu.be/9KSwTG8u6Bg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 28+
- P2 Thoradolosaur: Damage: 2440+
- P3 Thoradolosaur: Damage: 2440+
- P4 Ankyntrosaurus: Level: 16+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Ankyntrosaurus: Group Taunting Shields Strike (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Ankyntrosaurus: Instant Invincibility Taunt (move 3)
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Ankyntrosaurus: Payback Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Ankyntrosaurus: no move listed
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Ankyntrosaurus: no move listed

Notes:
- The two Thoradolosaurs need at least 4,880 combined damage.
- Check this damage balance: Tuoramoloch + 7 × (Thor A + Thor B) ÷ 2 ≥ 18,718.
- The source also permits a Thoradolosaur with 2,900+ damage paired with Mortem Rex at 3,200+ damage; confirm the replacement’s corresponding moves.

#### Strategy 3

By JurricaneYT · via JWA Rocks · written for game 2.15 · 7 turns over 3 rounds. Original: https://jwa.rocks/images/raids/haast_max_double_carry.jpg · Video: https://youtu.be/9KSwTG8u6Bg

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 5; Round 3 = turns 6 to 7.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 2k
- P2 Thoradolosaur: Damage: 3k
- P3 Thylaconyx: Level: 16
- P4 Ankyntrosaurus: Level: 16

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thylaconyx: Crushing Prowl | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Thoradolosaur: Fierce Strike | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Dispersed Superior Vulnerability
- Turn 3 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Instant Invincibility Taunt
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thylaconyx: Crushing Prowl | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 5 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Payback Rampage
- Turn 6 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Instant Invincibility Taunt
- Turn 7 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thylaconyx: Crushing Prowl | P4 Ankyntrosaurus: no move listed

#### Strategy 4

By SleeplessHunters, forkst · via JWA Rocks · written for game 2.13 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HaastMax4.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 30; Damage: base; Speed: 1 st / 2nd
- P2 Thoradolosaur: Health: 5606; Damage: 3k; Speed: 3rd / 4th
- P3 Irritator: Level: 15; Speed: 1st / 2nd
- P4 Ankyntrosaurus: Level: 16; Speed: any

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Irritator: Ready to Crush | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Irritator: Defense Shattering Strike | P4 Ankyntrosaurus: Instant Invincibility Taunt
- Turn 3 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Irritator: Group Takedown | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Fierce Rampage | P3 Irritator: Ready to Crush | P4 Ankyntrosaurus: Payback Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Irritator: Defense Shattering Strike | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Irritator: Group Takedown | P4 Ankyntrosaurus: no move listed

Notes:
- Ankyntrosaurus may be knocked out at the start of round 3; continue the plan.
- Lower Tuoramoloch requirements depend on critical hits. The source’s level-13 Irritator alternative was not tested by its editor.

## Hadros Lux

Apex raid boss · Friday · Boss level 30 · 4 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=hadros-lux · This boss only: https://jwaedge.com/raids.md?boss=hadros-lux

### Hadros Lux: boss rounds

#### Round 1: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Stun 100%, Vulnerability 50%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt.
- Move 1: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
- Move 2: **Greater Emergency Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage; cleanse all negative effects.
- Move 3: **Resilient Impact** (delay 0, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Counter: **Medium Resilient Counter-Attack** (delay 0, cooldown 0). Self: cleanse damage reduction. Attacker: remove cloak. Fastest opponent: remove dodge. Attacker: attack 0.5x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.
- Move 2: **Group Taunting Shields Strike** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
- Move 3: **Resilient Rampage** (delay 1, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Counter: **Medium Resilient Counter-Attack** (delay 0, cooldown 0). Self: cleanse damage reduction. Attacker: remove cloak. Fastest opponent: remove dodge. Attacker: attack 0.5x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: same as round 2.
- Move 1: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
- Move 2: **Resilient Rampage** (delay 1, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Rampage** (delay 0, cooldown 1). Lowest HP opponent: attack 2x.
- Counter: **Medium Resilient Counter-Attack** (delay 0, cooldown 0). Self: cleanse damage reduction. Attacker: remove cloak. Fastest opponent: remove dodge. Attacker: attack 0.5x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 4: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: same as round 3.
- Move 1: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.
- Move 2: **Resilient Rampage** (delay 1, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Rampage** (delay 0, cooldown 1). Lowest HP opponent: attack 2x.
- Counter: **Medium Resilient Counter-Attack** (delay 0, cooldown 0). Self: cleanse damage reduction. Attacker: remove cloak. Fastest opponent: remove dodge. Attacker: attack 0.5x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Hadros Lux: minions

#### Group Shattering Minion (level 30)
Round 1: HP 6,016 · Damage 1,519 · Speed 132 · Armor 0% · Crit 30% × 1.25
Resistances: Stun 100%. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Group Defense Shattering Strike** (delay 0, cooldown 0). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Group Ferocity** (delay 0, cooldown 2, first priority). All allies: remove damage reduction; cleanse crit reduction; increase Damage by 75% for 2 turns, 2 attacks; increase Crit Chance by 15% for 2 turns, 2 attacks.
- Move 3: **Group Shattering Impact** (delay 0, cooldown 1). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 1.5x.

#### Shattering Minion (level 30)
Round 1: HP 8,204 · Damage 2,658 · Speed 103 · Armor 0% · Crit 20% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Defense Shattering Impact** (delay 0, cooldown 1). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
- Move 3: **Defense Shattering Rampage** (delay 1, cooldown 1). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.

### Hadros Lux: community strategies (9)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Rexsalamanca · via JWA Rocks · written for game 2.10 · 12 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLux5.png · Video: https://youtu.be/YGnide356oQ

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9; Round 4 = turns 10 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 1400; Faster than Tryo
- P2 Tryostronix: Level: 22; Faster than Thor
- P3 Thoradolosaur: Damage: 2200; Faster than Gem
- P4 Geminititan: Level: 21

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Resilient Strike (move 1)
- Turn 3 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Definite Shield Advantage
- Turn 6 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Geminititan: Resilient Strike (move 1)
- Turn 7 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 8 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 9 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Geminititan: Definite Shield Advantage (move 3)
- Turn 10 (Round 4): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 11 (Round 4): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Resilient Strike (move 1)
- Turn 12 (Round 4): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Definite Shield Advantage (move 3)

Notes:
- The original strategist is unnamed; Rexsalamanca recorded this plan.

#### Strategy 2

By fbwilson16, Dino Tyme Empire · via JWA Rocks · written for game 2.9 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLuxLion.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 5; Round 3 = turns 6 to 7; Round 4 = turn 8.

Team (player slot, creature, minimum requirements):
- P1 Thoradolosaur: Damage 1,860+; Faster than Marsupial Lion
- P2 Marsupial Lion: Level 10; Slowest
- P3 Tuoramoloch: Level 26; Health 4,200+; Fastest
- P4 Irritator: Level 15; Second fastest

Turn by turn:
- Turn 1 (Round 1): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Group Acceleration | P4 Irritator: Ready to Crush
- Turn 2 (Round 1): P1 Thoradolosaur: Fierce Rampage | P2 Marsupial Lion: Devouring Takedown | P3 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P4 Irritator: Defense Shattering Strike
- Turn 3 (Round 2): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Group Superiority [not in its current moves] | P4 Irritator: Group Takedown
- Turn 4 (Round 2): P1 Thoradolosaur: Fierce Strike | P2 Marsupial Lion: Prowl | P3 Tuoramoloch: Lesser Group Heal [not in its current moves] | P4 Irritator: Defense Shattering Strike
- Turn 5 (Round 2): P1 Thoradolosaur: Fierce Rampage | P2 Marsupial Lion: Devouring Takedown | P3 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P4 Irritator: Ready to Crush
- Turn 6 (Round 3): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Group Acceleration | P4 Irritator: Defense Shattering Strike
- Turn 7 (Round 3): P1 Thoradolosaur: Fierce Rampage | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Lesser Group Heal [not in its current moves] | P4 Irritator: Group Takedown
- Turn 8 (Round 4): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Devouring Takedown | P3 Tuoramoloch: Group Acceleration | P4 Irritator: Ready to Crush

Notes:
- The lion can be knocked out on round 2, turn 2 if Hadros both crits and bypasses dodge.
- A Thoradolosaur above 2,910 damage can create a rare round-2 opening failure after an Entelodon buff and a critical impact. A level-13 lion has enough health for that case.

#### Strategy 3

By Tyrannosauridae · via JWA Rocks · written for game 2.9 · 12 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLux_skoona.jpg

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9; Round 4 = turns 10 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4180 minimum; Fastest
- P2 Tryostronix: Level: Any
- P3 Thoradolosaur: Level: Higher is better
- P4 Skoonasaurus: Level: 21+ can work

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Instant Group Distraction Impact [not in its current moves]
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Refresh | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 7 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 9 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 10 (Round 4): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 11 (Round 4): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Restricted Group Distraction
- Turn 12 (Round 4): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Resilient Strike

Notes:
- Thoradolosaur and Skoonasaurus must deal 8,200 combined damage on the first turn to clear the minions.
- If Thor damage risks ending a round early, replace Fierce Strike with Instant Charge. If damage is low, use Rampage before Strike.
- Higher damage on either attacker can compensate for lower damage on the other.

#### Strategy 4

By I AM A STEGOSAURUS, Poison Vaxi · via JWA Rocks · written for game 2.9 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLux_Inos.jpg · Video: https://youtu.be/_i_wt2sF14g

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Inostherium: Level: 12; Speed: 133++
- P2 Thoradolosaur: Damage: 2700+-; Speed: 121
- P3 Thoradolosaur: Damage: 2700+
- P4 Tragodistis: Level: 18

Turn by turn:
- Turn 1 (Round 1): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Tragodistis: Superior Vulnerability (move 1) [not in its current moves]
- Turn 2 (Round 1): P1 Inostherium: Revenge Impact (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Lesser Group Heal (move 4) [not in its current moves]
- Turn 3 (Round 2): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Tragodistis: Superior Vulnerability (move 1) [not in its current moves]
- Turn 4 (Round 2): P1 Inostherium: Group Distraction (move 3) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Group Taunting Shields (move 3)
- Turn 5 (Round 3): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Tragodistis: Lesser Group Heal (move 4) [not in its current moves]
- Turn 6 (Round 3): P1 Inostherium: Revenge Impact (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Group Taunting Shields (move 3)
- Turn 7 (Round 4): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Tragodistis: Superior Vulnerability (move 1) [not in its current moves]
- Turn 8 (Round 4): P1 Inostherium: Revenge Impact (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Group Taunting Shields (move 3)

Notes:
- At least one Thoradolosaur needs 121 speed so Mutual Fury puts it ahead of the pig minion.

#### Strategy 5

via JWA Rocks · written for game 2.13 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Hadros_Indo2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Indoraptor Gen 2: Health: 3343+; Speed: 128+
- P2 Tuoramoloch: Health: 4k+; Damage: 1802+; Speed: 126
- P3 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Min 121; slower than Indo2
- P4 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Slower than Indo2

Turn by turn:
- Turn 1 (Round 1): P1 Indoraptor Gen 2: Mutual Fury | P2 Tuoramoloch: Group Acceleration | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 2 (Round 1): P1 Indoraptor Gen 2: Distracting Impact (move 3) | P2 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 2): P1 Indoraptor Gen 2: Mutual Fury | P2 Tuoramoloch: Group Acceleration | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 4 (Round 2): P1 Indoraptor Gen 2: Cautious Strike | P2 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 3): P1 Indoraptor Gen 2: Mutual Fury | P2 Tuoramoloch: Group Acceleration | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 6 (Round 3): P1 Indoraptor Gen 2: Distracting Impact | P2 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage
- Turn 7 (Round 4): P1 Indoraptor Gen 2: Mutual Fury | P2 Tuoramoloch: Group Acceleration | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 8 (Round 4): P1 Indoraptor Gen 2: Cautious Strike | P2 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage

#### Strategy 6

via JWA Rocks · written for game 2.13 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Hadros_Enteloceros.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4k+; Damage: 1802+; Speed: 126+
- P2 Enteloceros: Level: 16+; Speed: Not faster than Tuora
- P3 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Min 121,; slower than Entel
- P4 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Slower than Entel

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage (move 3)
- Turn 3 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 4 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Enteloceros: Dig in (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 6 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Thoradolosaur: Fierce Rampage
- Turn 7 (Round 4): P1 Tuoramoloch: Group Acceleration | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 8 (Round 4): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage

#### Strategy 7

By sp0nge, ChiBullz023, LongNeckChallenge · via JWA Rocks · written for game 2.16 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/hadros_double_carry.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 26+; Speed: 1st
- P2 Thoradolosaur: Damage: 2977+
- P3 Rexy: Level 16+
- P4 Rexy: Level 16+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Dominant Roar | P4 Rexy: Alert Fierce Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Alert Fierce Strike | P4 Rexy: Dominant Roar
- Turn 4 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Dominant Roar | P4 Rexy: Alert Fierce Strike
- Turn 6 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 7 (Round 4): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Alert Fierce Strike | P4 Rexy: Dominant Roar
- Turn 8 (Round 4): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Dominant Roar | P4 Rexy: Fierce Devouring Rampage

#### Strategy 8

By Alianza Omega · via JWA Rocks · written for game 2.18 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Hadros_5_turns.jfif

Rounds: Round 1 = turn 1; Round 2 = turns 2 to 3; Round 3 = turn 4; Round 4 = turn 5.

Team (player slot, creature, minimum requirements):
- P1 Allodrigues: Level: 21
- P2 Mortem Rex: Level: 28
- P3 Mortem Rex: Level: 27
- P4 Rexy: Level 21

Turn by turn:
- Turn 1 (Round 1): P1 Allodrigues: Alert Peck | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Rexy: Dominant Roar
- Turn 2 (Round 2): P1 Allodrigues: Fierce Strike | P2 Mortem Rex: Afflicting Lockdown Impact | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Allodrigues: Protective Alert | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Rexy: Defense Shattering Revenge
- Turn 4 (Round 3): P1 Allodrigues: Alert Peck | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Rexy: Dominant Roar
- Turn 5 (Round 4): P1 Allodrigues: Cunning Rampage | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Rexy: Fierce Devouring Rampage

#### Strategy 9

via JWA Rocks · written for game 2.16 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/hadros_double_carry_para.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Thoradolosaur: Level: 28; Health: 4961; Damage: 2894; Speed: 107+
- P2 Rexy: Level 16+
- P3 Rexy: Level 16+
- P4 Parasauthops: Level: 21+

Turn by turn:
- Turn 1 (Round 1): Boss: Group Taunting Shields | P1 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P2 Rexy: Dominant Roar | P3 Rexy: Alert Fierce Strike | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): Boss: Greater Emergency Heal | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Resilient Rampage Revenge
- Turn 3 (Round 2): Boss: Group Distraction | P1 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P2 Rexy: Alert Fierce Strike | P3 Rexy: Dominant Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 2): Boss: Group Taunting Shields | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Group Taunting Shields | P1 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P2 Rexy: Dominant Roar (move 3) | P3 Rexy: Alert Fierce Strike | P4 Parasauthops: Dispersed Cunning Strike
- Turn 6 (Round 3): Boss: Resilient Impact | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 7 (Round 4): Boss: Group Distraction | P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Rexy: Alert Fierce Strike | P3 Rexy: Dominant Roar | P4 Parasauthops: Alert Instant Heal
- Turn 8 (Round 4): Boss: Resilient Impact | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- Keep Thoradolosaur at 4,961 health or more. Slightly lower damage can work while retaining that health.
- Parasauthops’s healing lets Thor complete its final move before being knocked out.

## Hydra Boa

Apex raid boss · Saturday · Boss level 30 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=hydra-boa · This boss only: https://jwaedge.com/raids.md?boss=hydra-boa

### Hydra Boa: boss rounds

#### Round 1: HP 21,271 · Damage 2,506 · Speed 128 · Armor 10% · Crit 25% × 1.25
Resistances: Crit reduction 75%, Damage over time 80%, Damage reduction 80%, Rend 85%, Speed reduction 75%, Stun 95%, Vulnerability 35%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt.
- Move 1: **Group Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 2: **Squeeze and Strike** (delay 0, cooldown 0). All opponents: remove all effects. Lowest HP opponent: attack 1x.
- Move 3: **Cold-Blooded Rampage** (delay 0, cooldown 0). Lowest HP opponent: bypass dodge, attack 2x.
- Counter: **Alert Coil** (delay 0, cooldown 0). Self: increase Damage by 5% for 3 turns, 3 attacks.
- Counter: **Alert Coil** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 10% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 21,271 · Damage 2,506 · Speed 128 · Armor 10% · Crit 25% × 1.25
Resistances: same as round 1.
- Move 1: **Alert Slither** (delay 0, cooldown 0). Self: cleanse all negative effects; 50% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 50% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 1: **Alert Slither** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 75% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 2: **Squeeze and Strike** (delay 0, cooldown 0). All opponents: remove all effects. Lowest HP opponent: attack 1x.
- Move 3: **Hard Swallow** (delay 0, cooldown 0). Lowest HP opponent: attack 2x. Self: cleanse damage reduction; heal 1x damage.
- Counter: **Alert Coil** (delay 0, cooldown 0). Self: increase Damage by 5% for 3 turns, 3 attacks.
- Counter: **Alert Coil** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 10% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 21,271 · Damage 2,506 · Speed 128 · Armor 10% · Crit 25% × 1.25
Resistances: same as round 2.
- Move 1: **Alert Slither** (delay 0, cooldown 0). Self: cleanse all negative effects; 50% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 50% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 1: **Alert Slither** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 75% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 2: **Squeeze and Strike** (delay 0, cooldown 0). All opponents: remove all effects. Lowest HP opponent: attack 1x.
- Move 3: **Venomous Bite** (delay 0, cooldown 0, first priority). Highest damage opponent: bypass dodge, attack 1.5x. Highest HP opponent: damage over time 40% per turn for 2 turns.
- Move 4: **Total Cleanse and Strike** (delay 0, cooldown 0). All allies: cleanse all negative effects. All opponents: attack 1x.
- Counter: **Alert Coil** (delay 0, cooldown 0). Self: increase Damage by 5% for 3 turns, 3 attacks.
- Counter: **Alert Coil** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 10% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Hydra Boa: minions

#### Damage Increase Minion (level 29)
Round 1: HP 6,077 · Damage 2,069 · Speed 134 · Armor 0% · Crit 30% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Group Takedown** (delay 1, cooldown 2, first priority). All allies: remove damage reduction; cleanse crit reduction; increase Damage by 50% for 2 turns, 1 attack.
- Move 3: **Defense Shattering Rampage** (delay 1, cooldown 1). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.

#### Counter-Attack Minion (level 29)
Round 1: HP 5,491 · Damage 1,843 · Speed 115 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Group Mock, Block and Sock** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
- Counter: **Armor Piercing Counter** (delay 0, cooldown 0). Attacker: bypass armor, attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Hydra Boa: community strategies (7)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Ion Water · via JWA Rocks · written for game 2.10 · 8 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa_8_steps.png · Video: https://youtu.be/CTPUgxmhPWk

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 1800
- P2 Irritator: Health: 3385; Speed: faster than Thor
- P3 Thoradolosaur: Damage: 2701
- P4 Diorajasaur: Level: 21

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 3 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 4 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 6 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 7 (Round 3): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Diorajasaur: Resilient Rampage (move 2)

#### Strategy 2

By Rexsalamanca · via JWA Rocks · written for game 2.11 · 9 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa-2.11.png

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 5788; Damage: 2397; Speed: 1st
- P2 Monolorhino: Level: 24; Speed: 2nd
- P3 Thoradolosaur: Health: 6016; Damage: 2818; Speed: 3rd
- P4 Skoonasaurus: Level: 21; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Group Shield (move 3) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Skoonasaurus: Restricted Group Distraction (move 4)
- Turn 3 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoonasaurus: Instant Invincibility Taunt (move 3)
- Turn 4 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Monolorhino: Definite Impact (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Skoonasaurus: Restricted Group Distraction (move 4)
- Turn 6 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoonasaurus: Instant Invincibility Taunt (move 3)
- Turn 7 (Round 3): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Monolorhino: Definite Impact (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoonasaurus: Restricted Group Distraction (move 4)
- Turn 9 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Definite Impact (move 2) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Skoonasaurus: Instant Invincibility Taunt (move 3)

Notes:
- The original strategist is unnamed; Rexsalamanca recorded the version-2.11 update.

#### Strategy 3

By SleeplessHunters · via JWA Rocks · written for game 2.10 · 9 turns over 3 rounds. Original: https://jwa.rocks/images/raids/hydraboa_low_skoona_skoola.jpg

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 5430+; Damage: 2000+
- P2 Skoolasaurus: Level: 20+
- P3 Thoradolosaur: Damage: see note
- P4 Skoonasaurus: Level: 21+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Skoolasaurus: Tip the Scales (move 2) | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 3 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Resilient Strike | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 4 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 6 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Resilient Strike | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 7 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Restricted Group Distraction
- Turn 9 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Resilient Strike (move 1) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Instant Invincibility Taunt

Notes:
- Tuoramoloch / Thoradolosaur damage pairs: 2,200 / 2,970+; 2,100 / 3,000+; 2,000 / 3,023+; or 1,900 / 3,050+.

#### Strategy 4

By Ion Water, Rexsalamanca · via JWA Rocks · written for game 2.9 · 12 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa4.png · Video: https://youtu.be/DNUoPcVEN-w

Rounds: Round 1 = turns 1 to 4; Round 2 = turns 5 to 8; Round 3 = turns 9 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 5200+; Damage: 2200+
- P2 Skoolasaurus: Level: 20+; Faster than Gem
- P3 Geminititan: Damage: 1520+ (see notes)
- P4 Ardentismaxima: Damage: 1520+ see notes)

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Geminititan: Definite Shield Advantage | P4 Ardentismaxima: Taunt Shattering Rampage [not in its current moves]
- Turn 3 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Instant Invincibility Taunt
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Group Invincibility [not in its current moves] | P4 Ardentismaxima: Resilient Strike [not in its current moves]
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage
- Turn 6 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Geminititan: Definite Shield Advantage | P4 Ardentismaxima: Taunt Shattering Rampage [not in its current moves]
- Turn 7 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Instant Invincibility Taunt
- Turn 8 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Resilient Strike [not in its current moves]
- Turn 9 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage
- Turn 10 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Geminititan: Definite Shield Advantage | P4 Ardentismaxima: Taunt Shattering Rampage [not in its current moves]
- Turn 11 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Instant Invincibility Taunt
- Turn 12 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage

Notes:
- Geminititan and Ardentismaxima need at least 3,040 combined damage to clear both minions on the first turn of each round.
- Enough damage can skip the last turn of round 2.

#### Strategy 5, Entelochops team

By sp0nge, BOXDELL AAA · via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoaGif.gif · Video: https://youtu.be/DNUoPcVEN-w

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Gorgotrebax: Level 27+; Speed 135+
- P2 Entelochops: Level 15+; Speed below 128; Second fastest
- P3 Thoradolosaur: Damage 2,800+; Speed 113+; Third fastest
- P4 Parasauthops: Level 24+

Turn by turn:
- Turn 1 (Round 1): P1 Gorgotrebax: Group Instant Distraction [not in its current moves] | P2 Entelochops: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Entelochops: Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Entelochops: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Alert Instant Heal
- Turn 4 (Round 2): P1 Gorgotrebax: Revenge Nullifying Rampage | P2 Entelochops: Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 3): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Entelochops: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Resilient Rampage Revenge
- Turn 6 (Round 3): P1 Gorgotrebax: Cautious Impact | P2 Entelochops: Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike

#### Strategy 5, Enteloceros team

By sp0nge, BOXDELL AAA · via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoaGif.gif · Video: https://youtu.be/DNUoPcVEN-w

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Gorgotrebax: Level 27+; Speed 135+
- P2 Enteloceros: Level 16+; Speed below 128; Second fastest
- P3 Thoradolosaur: Damage 2,800+; Speed 113+; Third fastest
- P4 Parasauthops: Level 24+

Turn by turn:
- Turn 1 (Round 1): P1 Gorgotrebax: Group Instant Distraction [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Alert Instant Heal
- Turn 4 (Round 2): P1 Gorgotrebax: Revenge Nullifying Rampage | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 3): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Resilient Rampage Revenge
- Turn 6 (Round 3): P1 Gorgotrebax: Cautious Impact | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike

#### Strategy 6

By Doublebearr · via JWA Rocks · written for game 2.19 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/hboa-entelo-dilo-thor-para.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Enteloceros: Level: 20+; Health: Lowest; Speed: 130
- P2 Diloracheirus: Level: 26+; Speed: 128
- P3 Thoradolosaur: Damage: 2977+; Speed: 117+, < Entelo
- P4 Parasauthops: Level: 21+; Speed: Base, < 117

Turn by turn:
- Turn 1 (Round 1): Boss: Group Cunning Impact | P1 Enteloceros: Mutual Fury (move 2) | P2 Diloracheirus: Group Vitalize (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 2 (Round 1): Boss: Squeeze and Strike | P1 Enteloceros: Group Revenge Shattering Rampage | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): Boss: Alert Slither | P1 Enteloceros: Mutual Fury (move 2) | P2 Diloracheirus: Distracting Team Heal (move 3) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge (move 4)
- Turn 4 (Round 2): Boss: Squeeze and Strike | P1 Enteloceros: Superiority Strike (move 1) | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Alert Slither | P1 Enteloceros: Mutual Fury | P2 Diloracheirus: Group Vitalize | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge
- Turn 6 (Round 3): Boss: Squeeze and Strike | P1 Enteloceros: Superiority Strike | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Dispersed Cunning Strike (move 1)

Notes:
- Thor damage / Diloracheirus level pairs: 3,137 / 23; 2,977 / 26; 2,836 / 28; or 2,710 / 30.
- Speed combinations (Enteloceros / Thor / Dilo): 136+ / 123+ / 128+; 130–134 / 117+ / 128+; 126–128 / 117+ / 136+; or 126–128 / 117+ / 130+ with 2,100+ Dilo damage.

#### Strategy 7

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.2 · 4 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa_6.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turns 3 to 4.

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level: 21+; Health: >2nd Thylos; Speed: Fastest
- P2 Thylos Intrepidus: Level: 21+; Speed: >Rexy
- P3 Rexy: Use the damage pairs below
- P4 Geminideus: Level: 26+*; Damage: Matrix*

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Dual Rending Assault (move 4) | P2 Thylos Intrepidus: Crushing Prowl (move 2) | P3 Rexy: Dominant Roar (move 3) | P4 Geminideus: Harden
- Turn 2 (Round 2): P1 Thylos Intrepidus: Crushing Prowl (move 2) | P2 Thylos Intrepidus: Dual Rending Assault | P3 Rexy: Alert Fierce Strike | P4 Geminideus: Group Disarming Rampage (move 2)
- Turn 3 (Round 3): P1 Thylos Intrepidus: Wounding Devour Rampage (move 3) | P2 Thylos Intrepidus: Wounding Devour Rampage (move 3) | P3 Rexy: Fierce Devouring Rampage (move 4) | P4 Geminideus: Shielding Alert Rampage (move 3)
- Turn 4 (Round 3): P1 Thylos Intrepidus: Dual Rending Assault | P2 Thylos Intrepidus: Crushing Prowl (move 2) | P3 Rexy: Dominant Roar (move 3) | P4 Geminideus: Harden

Notes:
- Damage pairs (Geminideus / Rexy): 1,900+ / 3,091+; 1,870+ / 3,200+; or 1,750+ / 3,373.
- The 1,200 / 3,091+ damage alternative requires a Geminideus critical hit in round 2.

## Imperatosuchus

Apex raid boss · Sunday · Boss level 30 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=imperatosuchus · This boss only: https://jwaedge.com/raids.md?boss=imperatosuchus

### Imperatosuchus: boss rounds

#### Round 1: HP 24,310 · Damage 2,335 · Speed 129 · Armor 15% · Crit 5% × 1.25
Resistances: Crit reduction 75%, Damage over time 90%, Damage reduction 75%, Rend 85%, Speed reduction 80%, Stun 100%, Vulnerability 60%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt.
- Move 1: **Alert Assist** (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: shield 50% for 2 turns, 4 attacks.
- Move 1: **Alert Assist** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: cleanse damage reduction. All allies: heal 1.5x damage. Self: increase Speed by 30% for 2 turns; shield 100% for 2 turns, 4 attacks.
- Move 2: **Group Fierce Decelerating Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. All opponents: reduce Speed by 50% for 2 turns.
- Move 3: **Fierce Cleansing Impact** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 1.5x.
- Counter: **Counter Spike** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x. All allies: increase Damage by 10% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 24,310 · Damage 2,335 · Speed 129 · Armor 15% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Alert Assist** (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: shield 50% for 2 turns, 4 attacks.
- Move 1: **Alert Assist** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: cleanse damage reduction. All allies: heal 1.5x damage. Self: increase Speed by 30% for 2 turns; shield 100% for 2 turns, 4 attacks.
- Move 2: **Infectious Revenge** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 1.5x. Highest HP opponent: damage over time 15% per turn for 2 turns.
- Move 2: **Infectious Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: reduce Speed by 75% for 2 turns. Lowest HP opponent: attack 1.5x. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 3: **Group Fierce Decelerating Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. All opponents: reduce Speed by 50% for 2 turns.
- Move 4: **Fierce Decelerating Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Counter: **Counter Spike** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x. All allies: increase Damage by 10% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 24,310 · Damage 2,335 · Speed 129 · Armor 15% · Crit 5% × 1.25
Resistances: same as round 2.
- Move 1: **Alert Assist** (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: shield 50% for 2 turns, 4 attacks.
- Move 1: **Alert Assist** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: cleanse damage reduction. All allies: heal 1.5x damage. Self: increase Speed by 30% for 2 turns; shield 100% for 2 turns, 4 attacks.
- Move 2: **Braking Revenge** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x. Highest HP opponent: damage over time 15% per turn for 2 turns.
- Move 2: **Braking Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0, first priority). All opponents: reduce Speed by 75% for 2 turns. Lowest HP opponent: attack 2x. Highest HP opponent: damage over time 33% per turn for 2 turns.
- Move 3: **Waning Revenge** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 3: **Waning Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 2x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 4: **Group Fierce Decelerating Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. All opponents: reduce Speed by 50% for 2 turns.
- Counter: **Counter Spike** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x. All allies: increase Damage by 10% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Imperatosuchus: minions

#### Counter-Attack Minion (level 29)
Round 1: HP 4,792 · Damage 1,692 · Speed 125 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Group Mock, Block and Sock** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
- Counter: **Armor Piercing Counter** (delay 0, cooldown 0). Attacker: bypass armor, attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Nullifying Minion (level 29)
Round 1: HP 6,251 · Damage 1,337 · Speed 147 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Nullifying Strike** (delay 0, cooldown 0). Most positive effects opponent: remove all positive effects. Lowest HP opponent: attack 1x.
- Move 2: **Nullifying Impact** (delay 0, cooldown 2). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1.5x.
- Move 3: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.

### Imperatosuchus: community strategies (5)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By JWA2, PapaCasey, Korlat · via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Enteloceros: Level: 25+; Health: 4285+; Damage: 1238+; Speed: 1st
- P2 Thoradolosaur: Health: 5800+; Damage: 2924+; Speed: 2nd/114+
- P3 Parasauthops: Level: 26 (eq); Health: 4700+; Damage: noted; Speed: 3rd
- P4 Parasauthops: Level: 26 (eq); Health: 4700+; Damage: noted; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): Boss: Alert Assist | P1 Enteloceros: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Parasauthops: Alert Instant Heal | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): Boss: Group Fierce Decelerating Strike | P1 Enteloceros: Group Revenge Shattering Rampage | P2 Thoradolosaur: Fierce Rampage | P3 Parasauthops: Resilient Rampage Revenge | P4 Parasauthops: Alert Instant Heal (move 3)
- Turn 3 (Round 2): Boss: Alert Assist | P1 Enteloceros: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Parasauthops: Dispersed Cunning Strike | P4 Parasauthops: Resilient Rampage Revenge
- Turn 4 (Round 2): Boss: Infectious Revenge | P1 Enteloceros: Dig in (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Parasauthops: Alert Instant Heal | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Alert Assist | P1 Enteloceros: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Parasauthops: Dispersed Cunning Strike | P4 Parasauthops: Alert Instant Heal
- Turn 6 (Round 3): Boss: Infectious Revenge | P1 Enteloceros: Group Revenge Shattering Rampage | P2 Thoradolosaur: Fierce Rampage | P3 Parasauthops: Alert Instant Heal | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- Damage pairs: Thor 2,871 with Parasauthops damage 1,666 and 1,550; or Thor 2,924 with both Parasauthops at 1,550 (level-26 equivalent).
- Suggested stronger stats: Enteloceros 4,500+ health and 136+ speed; Thor 6,000+ health and 123+ speed.
- Speed pairs (Enteloceros / Thor): 136+ / 123+; 134 / 115–121; 130 / 115–117; or 128 / 115.

#### Strategy 2

via JWA Rocks · written for game 2.17 · 8 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_1.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 5; Round 3 = turns 6 to 8.

Team (player slot, creature, minimum requirements):
- P1 Parasauthops: Level: 21; Speed: 4th
- P2 Refrenantem: Health: 6400; Damage: 2000; Speed: 1st 130+ (136+ pref)
- P3 Mortem Rex: Damage: 3000; Speed: 114+
- P4 Enteloceros: Level: 17; Speed: 2nd

Turn by turn:
- Turn 1 (Round 1): P1 Parasauthops: Dispersed Cunning Strike | P2 Refrenantem: Super Distraction | P3 Mortem Rex: Roar | P4 Enteloceros: Mutual Fury
- Turn 2 (Round 1): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Fierce Rampage | P4 Enteloceros: Superiority Strike
- Turn 3 (Round 2): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Alert Nullification | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Enteloceros: Mutual Fury
- Turn 4 (Round 2): P1 Parasauthops: Resilient Rampage Revenge | P2 Refrenantem: Cunning Strike | P3 Mortem Rex: Roar | P4 Enteloceros: Superiority Strike
- Turn 5 (Round 2): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Enteloceros: Group Revenge Shattering Rampage
- Turn 6 (Round 3): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Alert Nullification | P3 Mortem Rex: Fierce Rampage | P4 Enteloceros: Mutual Fury
- Turn 7 (Round 3): P1 Parasauthops: Dispersed Cunning Strike | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Roar | P4 Enteloceros: Superiority Strike
- Turn 8 (Round 3): P1 Parasauthops: Resilient Rampage Revenge | P2 Refrenantem: Super Distraction | P3 Mortem Rex: Fierce Rampage | P4 Enteloceros: Superiority Strike

Notes:
- Parasauthops may need higher stats depending on the damage of Mortem Rex and Refrenantem.

#### Strategy 3

via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 5; Round 3 = turn 6.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health 4,900+; Damage 1,750+; Speed 130+
- P2 Mortem Rex: Health 6,050 maximum; Damage 2,530+; Second fastest
  - Or Mortem Rex: Health 6,050+; Damage 3,120+; Second fastest (own turn plan below)
- P3 Mortem Rex: Health 5,200+; Damage 2,530+; Speed 110+; Third fastest
- P4 Parasauthops: Level 21+; Fourth fastest

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Mortem Rex: Alert Fatal Strike | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Mortem Rex: Alert Fatal Strike | P3 Mortem Rex: Alert Fatal Strike | P4 Parasauthops: Alert Instant Heal
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Resilient Rampage Revenge
- If P2 is Mortem Rex: T1 Roar | T2 Afflicting Lockdown Impact | T3 Fierce Rampage | T4 Roar | T5 Alert Fatal Strike | T6 Fierce Rampage

Notes:
- Player 2 has two builds. Use the alternate move sequence for the larger Mortem Rex (6,050+ health and 3,120+ damage).
- The fifth displayed column is an optional recovery turn in round 2. Skip it when unnecessary; the final column is actual turn 5 or 6.

#### Strategy 4

By n30, Thali · via JWA Rocks · written for game 2.18 · 5 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_4.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turns 4 to 5.

Team (player slot, creature, minimum requirements):
- P1 Diloracheirus: Health: +5800
- P2 Mortem Rex: Damage: +3000
- P3 Mortem Rex: Damage 3,000+
- P4 Parasauthops: Health: +5800

Turn by turn:
- Turn 1 (Round 1): Boss: Alert Assist | P1 Diloracheirus: Dispersed Cunning Strike | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): Boss: Group Fierce Decelerating Strike | P1 Diloracheirus: Distracting Team Heal | P2 Mortem Rex: Afflicting Lockdown Impact | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): Boss: Alert Assist | P1 Diloracheirus: Group Vitalize | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 3): Boss: Alert Assist | P1 Diloracheirus: Dispersed Cunning Strike | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Infectious Revenge | P1 Diloracheirus: Distracting Team Heal | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Alert Instant Heal

#### Strategy 5

By GustavoYT, JWA Brasik · via JWA Rocks · written for game 3.1 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_5.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Indolycan: Level: 26+; Speed: Fastest
- P2 Aenocyonyx: Level: 21+
- P3 Thoradolosaur: Level: 29+; Health: 6k+; Damage: 3k+; Speed: 121+
- P4 Rexy: Level 27+; Health 5,400+; Damage 2,500+; Slower than Thoradolosaur

Turn by turn:
- Turn 1 (Round 1): P1 Indolycan: Cloak of Rage (move 4) | P2 Aenocyonyx: Devouring Wound | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Rexy: Defense Shattering Revenge (move 2)
- Turn 2 (Round 2): P1 Indolycan: Cautious Disarming Strike (move 1) | P2 Aenocyonyx: Crushing Prowl (move 2) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Rexy: Dominant Roar (move 3)
- Turn 3 (Round 3): P1 Indolycan: Evasive Ferocious Rampage (move 3) [not in its current moves] | P2 Aenocyonyx: Devouring Wound | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Rexy: Fierce Devouring Rampage (move 4)

## Megalonyx

Rare raid boss · Friday · Boss level 9 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=megalonyx · This boss only: https://jwaedge.com/raids.md?boss=megalonyx

### Megalonyx: boss rounds

#### Round 1: HP 4,035 · Damage 414 · Speed 101 · Armor 0% · Crit 10% × 1.25
Resistances: Damage over time 90%, Damage reduction 50%, Rend 85%, Speed reduction 100%, Stun 90%, Taunt 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Vulnerability, Armor reduction.
- Move 1: **Boding Distraction** (delay 0, cooldown 0, first priority). Self: increase Speed by 30% for 2 turns; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. Self: increase Crit Chance by 50% for 2 turns, 2 attacks.
- Move 2: **Group Cunning Strike** (delay 0, cooldown 0). All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
- Move 3: **Evasive Drain** (delay 0, cooldown 0, first priority). Self: increase Speed by 30% for 2 turns; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 4: **Group Cautious Impact** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn; 75% chance to dodge 67% of damage for 1 turn, 1 attack. All opponents: reduce Damage by 50% for 2 turns, 4 attacks. Lowest HP opponent: bypass dodge, attack 1.5x.
- Counter: **Maximal Counter-Attack** (delay 0, cooldown 0). Attacker: attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 4,035 · Damage 414 · Speed 101 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Evasive Drain** (delay 0, cooldown 0, first priority). Self: increase Speed by 30% for 2 turns; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 2: **Group Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 3: **Boding Distraction** (delay 0, cooldown 0, first priority). Self: increase Speed by 30% for 2 turns; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. Self: increase Crit Chance by 50% for 2 turns, 2 attacks.
- Move 4: **Delayed Cautious Rampage** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn; 75% chance to dodge 67% of damage for 1 turn, 1 attack. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks. Highest HP opponent: bypass dodge, attack 2x.
- Counter: **Maximal Counter-Attack** (delay 0, cooldown 0). Attacker: attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Megalonyx: community strategies (1)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

via JWA Rocks · written for game 2.9 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Megalonyx.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Irritator: no minimum stats listed
- P2 Suchotator: no minimum stats listed
- P3 Suchotator: no minimum stats listed
- P4 Tyrannosaurus Rex Gen 2: no minimum stats listed

Turn by turn:
- Turn 1 (Round 1): P1 Irritator: Ready to Crush | P2 Suchotator: Nullifying Impact | P3 Suchotator: Superiority Strike | P4 Tyrannosaurus Rex Gen 2: Defense Shattering Impact
- Turn 2 (Round 2): P1 Irritator: Group Takedown | P2 Suchotator: Superiority Strike | P3 Suchotator: Nullifying Impact | P4 Tyrannosaurus Rex Gen 2: Armor Piercing Rampage

## Meiolania

Rare raid boss · Saturday · Boss level 8 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=meiolania · This boss only: https://jwaedge.com/raids.md?boss=meiolania

### Meiolania: boss rounds

#### Round 1: HP 3,947 · Damage 342 · Speed 105 · Armor 50% · Crit 5% × 1.25
Resistances: Damage over time 70%, Damage reduction 50%, Rend 70%, Speed reduction 80%, Stun 100%, Vulnerability 50%, Armor reduction 85%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Taunt.
- Move 1: **Steady Group Vulnerability Strike** (delay 0, cooldown 0). All opponents: attack 1x. Highest HP opponent: vulnerable 50% for 1 turn, 2 attacks.
- Move 2: **Resilient Impact** (delay 0, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Devastation** (delay 2, cooldown 1). Highest HP opponent: bypass dodge, attack 3x. Self: taunt for 1 turn.

#### Round 2: HP 3,947 · Damage 342 · Speed 105 · Armor 50% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Vulnerability Impact** (delay 0, cooldown 1). Highest HP opponent: attack 1.5x; vulnerable 50% for 2 turns, 2 attacks.
- Move 2: **Group Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 75% for 2 turns. Lowest HP opponent: bypass dodge, attack 1x. Fastest opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 3: **Group Devastation** (delay 0, cooldown 0). All opponents: bypass dodge, attack 3x.

### Meiolania: community strategies (2)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.0 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Meiolania_1.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Megalania: Level: 1+
- P2 Megalania: Level: 1+
- P3 Megalania: Level: 1+
- P4 Megalania: Level: 1+

Turn by turn:
- Turn 1 (Round 1): P1 Megalania: Devious Impact | P2 Megalania: Devious Impact | P3 Megalania: Devious Impact | P4 Megalania: Devious Impact
- Turn 2 (Round 2): P1 Megalania: Degenerating Strike | P2 Megalania: Degenerating Strike | P3 Megalania: Degenerating Strike | P4 Megalania: Degenerating Strike

#### Strategy 2

By EDUARDO · via JWA Rocks · written for game 3.1 · 4 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Meiolania_2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4.

Team (player slot, creature, minimum requirements):
- P1 Megalania: Level: 10; Health: 1500

Turn by turn:
- Turn 1 (Round 1): P1 Megalania: Devious Impact
- Turn 2 (Round 1): P1 Megalania: Overwhelming Impact
- Turn 3 (Round 2): P1 Megalania: Devious Impact
- Turn 4 (Round 2): P1 Megalania: Degenerating Strike

Notes:
- The 1,500-health requirement refers to Megalania after the raid’s stat balancing.
- A critical hit in round 2 can finish the fight sooner.

## Mortem Rex

Apex raid boss · Monday · Boss level 30 · 2 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=mortem-rex · This boss only: https://jwaedge.com/raids.md?boss=mortem-rex

### Mortem Rex: boss rounds

#### Round 1: HP 41,782 · Damage 3,342 · Speed 108 · Armor 0% · Crit 40% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Stun 100%, Vulnerability 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt, Armor reduction.
- Move 1: **Primal Tail Whip** (delay 0, cooldown 0). All opponents: destroy shields; bypass armor, attack 1x.
- Move 2: **Defense Shattering Rampage** (delay 0, cooldown 0). Highest HP opponent: destroy shields; bypass armor, attack 2x.
- Move 3: **Cleansing Random Shattering Strike** (delay 0, cooldown 0). Self: cleanse all negative effects. Random opponent: destroy shields. Highest damage opponent: bypass armor, attack 1x.

#### Round 2: HP 41,782 · Damage 3,342 · Speed 108 · Armor 0% · Crit 40% × 1.25
Resistances: same as round 1.
- Move 1: **Cleansing Primal Tail Whip** (delay 0, cooldown 0). Self: cleanse all negative effects. All opponents: destroy shields; bypass armor, attack 1x.
- Move 2: **Defense Shattering Rampage** (delay 0, cooldown 0). Highest HP opponent: destroy shields; bypass armor, attack 2x.
- Move 3: **Defense Shattering Impact** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x.

### Mortem Rex: minions

#### Counter-Attack Minion (level 29)
Round 1: HP 4,992 · Damage 1,881 · Speed 123 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Group Mock, Block and Sock** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
- Counter: **Armor Piercing Counter** (delay 0, cooldown 0). Attacker: bypass armor, attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Damage Minion (level 29)
Round 1: HP 3,183 · Damage 2,170 · Speed 161 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Group Strike** (delay 0, cooldown 0). All opponents: attack 1x.
- Move 2: **High Pounce** (delay 0, cooldown 1). Highest damage opponent: attack 2x; reduce Damage by 50% for 1 turn, 2 attacks.

### Mortem Rex: community strategies (7)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Ion Water, Rexsalamanca · via JWA Rocks · written for game 2.9 · 6 turns over 2 rounds. Original: https://jwa.rocks/images/raids/MortemRex3.png · Video: https://youtu.be/r2cOwm5-DoE

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 3343 (4179); Damage: 1800
- P2 Irritator: Health: 3343 (4179)
- P3 Thylacotator: Health: 3343 (4179)
- P4 Ardentismaxima: Health: 6685 (8358); Damage: 1665

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thylacotator: Deliberate Prowl (move 2) | P4 Ardentismaxima: Group Decelerating Rampage (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thylacotator: Rending Takedown (move 3) | P4 Ardentismaxima: Taunt Shattering Rampage (move 3) [not in its current moves]
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thylacotator: Deliberate Prowl (move 2) | P4 Ardentismaxima: Resilient Strike (move 1) [not in its current moves]
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thylacotator: Rending Takedown (move 3) | P4 Ardentismaxima: Group Decelerating Rampage (move 2)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thylacotator: Deliberate Prowl (move 2) | P4 Ardentismaxima: Taunt Shattering Rampage (move 3) [not in its current moves]
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thylacotator: Rending Takedown (move 3) | P4 Ardentismaxima: Resilient Strike (move 1) [not in its current moves]

Notes:
- Use health values in parentheses to allow for boss critical hits. The lower values assume no boss crits.
- Ardentismaxima can be replaced by Geminititan, though the original favors Ardentismaxima’s critical chance.
- At minimum health, Thylacotator depends on dodge and avoiding the random hit on turn 5. Restart if it is knocked out. Boss critical hits can also knock out Irritator.

#### Strategy 2

via JWA Rocks · written for game 2.12 · 5 turns over 2 rounds. Original: https://jwa.rocks/images/raids/5turns_mortem_indo.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 5.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4178+; Damage: 2090+; Speed: 1st
- P2 Irritator: Health: 4178+; Speed: 2nd
- P3 Thoradolosaur: Health: 4178+; Damage: 2765+; Speed: 3rd
- P4 Indotaurus: Level: 30; Health: 7065+; Damage: 2042+; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Indotaurus: Intimidating Impact (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Indotaurus: Revenge Taunting Cloak (move 4)
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Indotaurus: Intimidating Impact (move 2)
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Indotaurus: Cleansing Rampage (move 3)
- Turn 5 (Round 2): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Indotaurus: Intimidating Impact (move 2)

Notes:
- Indotaurus must dodge on round 1, turn 2; this plan depends on that outcome.
- With unboosted Indotaurus damage, Thoradolosaur needs at least 2,924 damage.

#### Strategy 3

By JurricaneYT · via JWA Rocks · written for game 2.11 · 6 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Mortem_vs_boa.png

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6.

Team (player slot, creature, minimum requirements):
- P1 Hydra Boa: Level: Base; slowest
- P2 Mortem Rex: Damage 3,183
- P3 Refrenantem: Level: Base
- P4 Tuoramoloch: Health: 5000; Damage: 2000

Turn by turn:
- Turn 1 (Round 1): P1 Hydra Boa: Slippery Alert | P2 Mortem Rex: Roar | P3 Refrenantem: Alert Nullification | P4 Tuoramoloch: Group Acceleration
- Turn 2 (Round 1): P1 Hydra Boa: Fabled Fangs | P2 Mortem Rex: Alert Fatal Strike | P3 Refrenantem: Super Distraction | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 3 (Round 1): P1 Hydra Boa: Slippery Alert | P2 Mortem Rex: Fierce Rampage | P3 Refrenantem: Cunning Strike | P4 Tuoramoloch: Group Acceleration
- Turn 4 (Round 2): P1 Hydra Boa: Slippery Alert | P2 Mortem Rex: Roar | P3 Refrenantem: Alert Nullification | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 5 (Round 2): P1 Hydra Boa: Instant Nullifying Strike | P2 Mortem Rex: Alert Fatal Strike | P3 Refrenantem: Super Distraction | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 6 (Round 2): P1 Hydra Boa: Fabled Fangs | P2 Mortem Rex: Fierce Rampage | P3 Refrenantem: Cunning Rampage | P4 Tuoramoloch: Group Acceleration

#### Strategy 4

By Seraph, Irritator Income Alliance · via JWA Rocks · written for game 2.9 · 6 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Mortem_Rex_3.png

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4500; Damage: 1800
- P2 Tryostronix: Health: 4500
- P3 Tenontorex: Health: 6300; Damage: 2500
- P4 Thoradolosaur: Damage: 2500

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Tenontorex: Distracting Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Tenontorex: Resilient Strike | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Tenontorex: Group Shattering Rampage | P4 Thoradolosaur: Fierce Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Tenontorex: Lesser Group Heal [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Tenontorex: Distracting Impact [not in its current moves] | P4 Thoradolosaur: Fierce Rampage
- Turn 6 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Tenontorex: Group Shattering Rampage | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]

Notes:
- Thoradolosaur can use as little as 2,300 damage, but lower damage may require critical hits.
- Tenontorex below the health minimum can be knocked out by a critical hit on turn 2.

#### Strategy 5

By Eastcoast, Cheunghn · via JWA Rocks · written for game 2.9 · 8 turns over 2 rounds. Original: https://jwa.rocks/images/raids/MortemRexGorgotrebax.png

Rounds: Round 1 = turns 1 to 4; Round 2 = turns 5 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level 30; Health 5,226; Damage 1,736; Fastest
- P2 Indoraptor Gen 2: Level 18+; Health 2,705; Damage 1,005; Second fastest
- P3 Gorgotrebax: Level 26; Health 4,500; Damage 1,600; Fourth fastest
- P4 Thoradolosaur: Level 30; Damage 2,233

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Gorgotrebax: Group Accelerate Cunning Strike | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Group Instant Distraction [not in its current moves] | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Cautious Impact | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Gorgotrebax: Group Accelerate Cunning Strike | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Cautious Impact | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Group Instant Distraction [not in its current moves] | P4 Thoradolosaur: Fierce Rampage
- Turn 7 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Gorgotrebax: Group Accelerate Cunning Strike | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 8 (Round 2): P1 Tuoramoloch: no move listed | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Revenge Nullifying Rampage | P4 Thoradolosaur: Fierce Rampage

#### Strategy 6

By Yatogami, Tokisaki · via JWA Rocks · written for game 2.9 · 13 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Mortem_Rex_Strats_13steps.png

Rounds: Round 1 = turns 1 to 6; Round 2 = turns 7 to 13.

Team (player slot, creature, minimum requirements):
- P1 Poukandactylus: Level 21+
- P2 Poukandactylus: Level 21+
- P3 Thoradolosaur: Health 6,267+ (5,431 with more critical-hit risk); Damage 2,575+
- P4 Tuoramoloch: Health 6,267+ (5,431 with more critical-hit risk); Damage 2,089+

Turn by turn:
- Turn 1 (Round 1): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Group Acceleration
- Turn 2 (Round 1): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 3 (Round 1): P1 Poukandactylus: Sideflap | P2 Poukandactylus: Sideflap | P3 Thoradolosaur: Fierce Strike | P4 Tuoramoloch: Group Superiority [not in its current moves]
- Turn 4 (Round 1): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 5 (Round 1): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Strike | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 6 (Round 1): P1 Poukandactylus: Sideflap | P2 Poukandactylus: Sideflap | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Group Acceleration
- Turn 7 (Round 2): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 8 (Round 2): P1 Poukandactylus: Sideflap | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 9 (Round 2): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Group Superiority [not in its current moves]
- Turn 10 (Round 2): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 11 (Round 2): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Group Acceleration
- Turn 12 (Round 2): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 13 (Round 2): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: no move listed | P4 Tuoramoloch: Group Superiority [not in its current moves]

Notes:
- Only one of Tuoramoloch and Thoradolosaur needs the higher health requirement; the other must still have at least 4,200 health.
- If Tuoramoloch or Thoradolosaur is knocked out on round 2, turn 4, continue the remaining sequence.

#### Low-End Rend

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.1 · 3 turns over 2 rounds. Original: https://jwa.rocks/images/raids/HydraBoa_7.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Indolycan: Level: 26+; Speed: *Notes*
- P2 Thylos Intrepidus: Level: 21+; Speed: *Notes*
- P3 Rexy: Level 20+
- P4 Rexy: Level 20+

Turn by turn:
- Turn 1 (Round 1): P1 Indolycan: Distracting Devour Impact | P2 Thylos Intrepidus: Crushing Prowl | P3 Rexy: Dominant Roar | P4 Rexy: Dominant Roar
- Turn 2 (Round 1): P1 Indolycan: Cautious Disarming Strike | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Indolycan: Cloak of Rage | P2 Thylos Intrepidus: Dual Rending Assault | P3 Rexy: Alert Fierce Strike | P4 Rexy: Alert Fierce Strike

Notes:
- With Indolycan at 130 speed, keep Thylos at 139 speed or less. Faster Thylos requires Indolycan at 132+ speed.

## Paralititan

Legendary raid boss · Sunday & Thursday · Boss level 19 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 20; boosts per stat ≤ 10 health, 10 damage, 10 speed.
Page: https://jwaedge.com/raids?boss=paralititan · This boss only: https://jwaedge.com/raids.md?boss=paralititan

### Paralititan: boss rounds

#### Round 1: HP 14,572 · Damage 938 · Speed 109 · Armor 30% · Crit 5% × 1.25
Resistances: Damage over time 100%, Damage reduction 75%, Rend 80%, Stun 65%, Vulnerability 100%, Armor reduction 50%, Affliction 100%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt.
- Move 1: **Group Wounding Shields** (delay 0, cooldown 0, first priority). All opponents: damage over time 33% per turn for 2 turns; vulnerable 50% for 2 turns, 4 attacks; reduce Speed by 50% for 2 turns, 4 attacks. All allies: cleanse all negative effects; shield 50% for 3 turns, 8 attacks; increase Armor by 50% for 3 turns, 8 attacks.
- Move 2: **Resilient Impact** (delay 0, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Group Fortifying Impact** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; cleanse all negative effects. Highest HP opponent: attack 1.5x.
- Move 4: **Group Shattering Trample** (delay 0, cooldown 2). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 2x. All opponents: damage over time 25% per turn for 2 turns.

#### Round 2: HP 14,572 · Damage 938 · Speed 109 · Armor 30% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Group Resilient Wounding Strike** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge; remove cloak; remove speed increase; attack 1x; damage over time 33% per turn for 2 turns. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Taunting Heal Bellow** (delay 0, cooldown 2, first priority). Self: heal 2x damage; cleanse all negative effects; shield 50% for 1 turn, 4 attacks; taunt for 1 turn. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 3: **Vulnerable Wounding Rampage** (delay 1, cooldown 1). Self: cleanse damage reduction. Highest damage opponent: bypass dodge, attack 2x; vulnerable 50% for 2 turns, 1 attack. Highest HP opponent: damage over time 40% per turn for 2 turns.
- Move 4: **Group Shattering Trample** (delay 0, cooldown 2). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 2x. All opponents: damage over time 25% per turn for 2 turns.
- Counter: **Minor Wounding Counter** (delay 0, cooldown 0). Attacker: damage over time 10% per turn for 2 turns.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 14,572 · Damage 938 · Speed 109 · Armor 30% · Crit 5% × 1.25
Resistances: same as round 2.
- Move 1: **Cleansing Group Shield** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks; increase Armor by 25% for 2 turns, 4 attacks. Self: taunt for 1 turn. All opponents: attack 1x.
- Move 2: **Group Resilient Wounding Impact** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge; remove cloak; remove speed increase; attack 1.5x; damage over time 33% per turn for 2 turns. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 3: **Rampage Intervention** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; shield 25% for 2 turns, 4 attacks. Highest damage opponent: bypass armor, attack 2x.
- Move 4: **Vulnerable Wounding Rampage** (delay 1, cooldown 1). Self: cleanse damage reduction. Highest damage opponent: bypass dodge, attack 2x; vulnerable 50% for 2 turns, 1 attack. Highest HP opponent: damage over time 40% per turn for 2 turns.
- Counter: **Lesser Wounding Counter** (delay 0, cooldown 0). Attacker: damage over time 20% per turn for 1 turn; vulnerable 50% for 2 turns, 4 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Paralititan: minions

#### Damage Minion (level 18)
Round 1: HP 1,861 · Damage 1,167 · Speed 143 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Group Strike** (delay 0, cooldown 0). All opponents: attack 1x.
- Move 2: **High Pounce** (delay 0, cooldown 1). Highest damage opponent: attack 2x; reduce Damage by 50% for 1 turn, 2 attacks.

#### Distraction Minion (level 18)
Round 1: HP 2,923 · Damage 930 · Speed 133 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
- Move 2: **Distracting Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks. Lowest HP opponent: attack 1.5x.
- Move 3: **Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 2x.

### Paralititan: community strategies

No community strategy has been added for this boss yet.

## Parasauthops

Unique raid boss · Rotating Thursday boss · Boss level 24 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 25; boosts per stat ≤ 15 health, 15 damage, 15 speed.
Takes turns with other bosses in a rotating Thursday raid slot. Check the in-game Raid Hub to see which boss is live this week.
Page: https://jwaedge.com/raids?boss=parasauthops · This boss only: https://jwaedge.com/raids.md?boss=parasauthops

### Parasauthops: boss rounds

#### Round 1: HP 15,781 · Damage 1,632 · Speed 128 · Armor 0% · Crit 20% × 1.25
Resistances: Damage over time 70%, Damage reduction 75%, Rend 80%, Speed reduction 50%, Stun 100%, Vulnerability 35%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Taunt, Armor reduction.
- Move 1: **Random Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. Random opponent: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 2: **Resilient Impact Revenge** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 2: **Resilient Impact Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Emergency Regroup** (delay 0, cooldown 0, first priority). Self: cleanse damage reduction. All allies: heal 1.5x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks.
- Move 4: **Fierce Cleansing Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 15,781 · Damage 1,632 · Speed 128 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 1.
- Move 1: **Group Fierce Impact** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 1.5x.
- Move 2: **Emergency Regroup** (delay 0, cooldown 0, first priority). Self: cleanse damage reduction. All allies: heal 1.5x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks.
- Move 3: **Revenge Group Cunning Strike** (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1.5x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Group Cunning Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 4: **Resilient Vulnerability Rampage** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 15,781 · Damage 1,632 · Speed 128 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 2.
- Move 1: **Regroup** (delay 0, cooldown 0). Self: cleanse damage reduction. All allies: heal 2x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks.
- Move 2: **Resilient Rampage Revenge** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 2: **Resilient Rampage Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Group Fierce Impact** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 1.5x.
- Move 4: **Random Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Random opponent: remove crit increase. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove damage increase. Random opponent: reduce Damage by 50% for 1 turn, 2 attacks. Lowest HP opponent: attack 1x.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Parasauthops: minions

#### Counter-Attack Minion (level 23)
Round 1: HP 3,650 · Damage 1,235 · Speed 125 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Group Mock, Block and Sock** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
- Counter: **Armor Piercing Counter** (delay 0, cooldown 0). Attacker: bypass armor, attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Dot Minion (level 23)
Round 1: HP 4,379 · Damage 835 · Speed 120 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Lethal Wound** (delay 0, cooldown 2). Highest HP opponent: attack 1x; damage over time 33.41% per turn for 3 turns.

### Parasauthops: community strategies (4)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Tommy, Ken, Team Chaos Theory · via JWA Rocks · written for game 2.22 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops.jpg

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Rexy: Level 20+; Damage 2,114; Fastest
- P2 Rexy: Level 20+; Damage 2,114; Second fastest
- P3 Rexy: Level 20
- P4 Rexy: Level 20

Turn by turn:
- Turn 1 (Round 1): P1 Rexy: Defense Shattering Revenge | P2 Rexy: Defense Shattering Revenge | P3 Rexy: Dominant Roar | P4 Rexy: Dominant Roar
- Turn 2 (Round 2): P1 Rexy: Dominant Roar | P2 Rexy: Dominant Roar | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 3): P1 Rexy: Defense Shattering Revenge | P2 Rexy: Defense Shattering Revenge | P3 Rexy: Defense Shattering Revenge | P4 Rexy: Defense Shattering Revenge

Notes:
- Restart if the random hit on round 1, turn 1 targets player 1 or 2.
- One of the last two Rexys may be knocked out in round 2; continue with the surviving team.

#### Strategy 2

By Kiko’s shadow, DinoZone, Avery, Cosmic Raptors · via JWA Rocks · written for game 2.17 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops_raid_1.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Entelochops: Level: 16+; Speed: slower than 129
- P2 Thoradolosaur: Damage: 1950+; Speed: not 1st
- P3 Thylacotator: Level: 19+
- P4 Thylacotator: Level: 19+

Turn by turn:
- Turn 1 (Round 1): Boss: Random Cunning Impact | P1 Entelochops: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Thylacotator: Maiming Wound | P4 Thylacotator: Maiming Wound
- Turn 2 (Round 2): Boss: Group Fierce Impact | P1 Entelochops: Revenge Shattering Rampage | P2 Thoradolosaur: Fierce Rampage | P3 Thylacotator: Deliberate Prowl | P4 Thylacotator: Deliberate Prowl
- Turn 3 (Round 3): Boss: Emergency Regroup | P1 Entelochops: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Thylacotator: Rending Takedown | P4 Thylacotator: Rending Takedown

Notes:
- The Mutual Fury support can be knocked out after round 1 without ending the plan.

#### Strategy 3

By SleeplessHunters, Rawr, HeatherH, chuka, Rwill21 · via JWA Rocks · written for game 2.11 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops3.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Entelochops: Level: 13+
- P2 Thoradolosaur: Damage: see index; Speed: 114+
- P3 Diloranosaurus: Level: 16+
- P4 Geminititan: Level: 21+; Damage: see index

Turn by turn:
- Turn 1 (Round 1): P1 Entelochops: Mutual Fury (move 3) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diloranosaurus: Cunning Impact | P4 Geminititan: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Entelochops: Revenge Shattering Rampage (move 4) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diloranosaurus: Greater Emergency Heal | P4 Geminititan: Group Instant Invincibility (move 4)
- Turn 3 (Round 2): P1 Entelochops: Mutual Fury (move 3) | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Diloranosaurus: Cunning Impact | P4 Geminititan: Definite Shield Advantage
- Turn 4 (Round 2): P1 Entelochops: Revenge Shattering Rampage (move 4) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diloranosaurus: Lesser Group Heal (move 3) | P4 Geminititan: Resilient Strike (move 1)
- Turn 5 (Round 3): P1 Entelochops: Mutual Fury (move 3) | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Diloranosaurus: Cunning Impact | P4 Geminititan: Group Decelerating Rampage
- Turn 6 (Round 3): P1 Entelochops: Revenge Decelerating Impact | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diloranosaurus: Cunning Strike | P4 Geminititan: Definite Shield Advantage

Notes:
- Damage combinations for level-13 Entelochops and level-16 Diloranosaurus: Thor 1,945 / Gemini 1,330; Thor 2,291 / Gemini level 21; or Thor 2,020 / Gemini level 25.
- The source lists level-16 Enteloceros and Indoraptor Gen 2 as alternatives to Entelochops; confirm the matching move sequence before substituting.

#### Strategy 4

via JWA Rocks · written for game 2.11 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops4.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Bajatonodon: Level: 20
- P2 Enteloceros: Level: 16
- P3 Thylacotator: Level: 20
- P4 Thoradolosaur: Level: 25

Turn by turn:
- Turn 1 (Round 1): P1 Bajatonodon: Lesser Group Heal [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thylacotator: Maiming Wound | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 2 (Round 1): P1 Bajatonodon: Group Instant Invincibility [not in its current moves] | P2 Enteloceros: Revenge Shattering Rampage [not in its current moves] | P3 Thylacotator: Deliberate Prowl | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 2): P1 Bajatonodon: Resilient Strike [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thylacotator: Deliberate Prowl | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 4 (Round 2): P1 Bajatonodon: Lesser Group Heal [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thylacotator: Rending Takedown | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 3): P1 Bajatonodon: Greater Emergency Heal [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thylacotator: Maiming Wound | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 6 (Round 3): P1 Bajatonodon: Group Instant Invincibility [not in its current moves] | P2 Enteloceros: Revenge Shattering Rampage [not in its current moves] | P3 Thylacotator: Rending Takedown | P4 Thoradolosaur: Fierce Rampage

## Pteranokyrie

Apex raid boss · Saturday · Boss level 30 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=pteranokyrie · This boss only: https://jwaedge.com/raids.md?boss=pteranokyrie

### Pteranokyrie: boss rounds

#### Round 1: HP 30,640 · Damage 2,127 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: Crit reduction 50%, Damage over time 90%, Damage reduction 50%, Rend 85%, Speed reduction 100%, Stun 90%, Vulnerability 20%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Intimidating Echelon** (delay 0, cooldown 0). All allies: increase Speed by 50% for 2 turns. All opponents: reduce Speed by 50% for 2 turns.
- Move 2: **Shattering Devour Impact** (delay 0, cooldown 0). Self: cleanse all negative effects. Highest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 40% over 2 turns.
- Move 3: **Fierce Cleansing Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 4: **Avian Graze** (delay 0, cooldown 0). All opponents: attack 1x.

#### Round 2: HP 30,640 · Damage 2,127 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Intimidating Echelon** (delay 0, cooldown 0). All allies: increase Speed by 50% for 2 turns. All opponents: reduce Speed by 50% for 2 turns.
- Move 2: **Resilient Healing Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Highest damage opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Highest damage opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks. All allies: heal 1x damage; cleanse all negative effects.
- Move 3: **Resilient Impact Revenge** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 3: **Resilient Impact Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 4: **Avian Gust** (delay 0, cooldown 0). Self: increase Speed by 20% for 2 turns, 4 attacks. All allies: increase Damage by 30% for 2 turns, 4 attacks. All opponents: attack 1x.

#### Round 3: HP 30,640 · Damage 2,127 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 2.
- Move 1: **Intimidating Echelon** (delay 0, cooldown 0). All allies: increase Speed by 50% for 2 turns. All opponents: reduce Speed by 50% for 2 turns.
- Move 2: **Dispersed Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
- Move 3: **Revenge Debilitating Distraction** (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 3: **Revenge Debilitating Distraction** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 75% for 2 turns, 4 attacks.
- Move 4: **Avian Gale** (delay 0, cooldown 0). Self: increase Speed by 20% for 2 turns, 4 attacks. All allies: increase Damage by 30% for 2 turns, 4 attacks. All opponents: attack 1.5x.

### Pteranokyrie: minions

#### Defense Shattering Minion (level 29)
Round 1: HP 5,064 · Damage 1,910 · Speed 128 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Ferocious Strike** (delay 0, cooldown 3). Self: increase Damage by 50% for 3 turns, 6 attacks. Lowest HP opponent: attack 1x.
- Move 3: **Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability. Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.

#### Flying Tank Minion (level 29)
Round 1: HP 7,958 · Damage 1,447 · Speed 123 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Rampage** (delay 0, cooldown 1). Lowest HP opponent: attack 2x.
- Move 3: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.

### Pteranokyrie: community strategies (2)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By MrWazeer · via JWA Rocks · written for game 2.17 · 4 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Pteranokyrie_raid_1.png

Rounds: Round 1 = turn 1; Round 2 = turns 2 to 3; Round 3 = turn 4.

Team (player slot, creature, minimum requirements):
- P1 Allodrigues: Level: 21+
- P2 Mortem Rex: Damage: 3000+
- P3 Mortem Rex: Damage: 2800+
- P4 Rexy: Level 16+; Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Allodrigues: Alert Peck (move 4) | P2 Mortem Rex: Roar (move 3) | P3 Mortem Rex: Roar (move 3) | P4 Rexy: Dominant Roar (move 3)
- Turn 2 (Round 2): P1 Allodrigues: Fierce Strike (move 1) | P2 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P3 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P4 Rexy: Fierce Devouring Rampage (move 4)
- Turn 3 (Round 2): P1 Allodrigues: Protective Alert (move 2) | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Mortem Rex: Fierce Rampage (move 4) | P4 Rexy: Defense Shattering Revenge (move 2)
- Turn 4 (Round 3): P1 Allodrigues: Alert Peck (move 4) | P2 Mortem Rex: Roar (move 3) | P3 Mortem Rex: Roar (move 3) | P4 Rexy: Dominant Roar (move 3)

Notes:
- Alternative damage/level combinations (Mortem 1 / Mortem 2 / Rexy level): 3,000+ / 2,150+ / 22; 3,100+ / 2,150+ / 21; 3,300+ / 2,150+ / 20; or 3,450+ / 2,150+ / 19.

#### Strategy 2

By RaptorJoe, Dinomight50 · via JWA Rocks · written for game 2.20 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Pteranokyrie_raid_2.jpg

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Allodrigues: Level: 21+
- P2 Thylos Intrepidus: Level: 21+; Speed: > Morts
- P3 Mortem Rex: Damage: 3184+
- P4 Mortem Rex: Damage: 3184+

Turn by turn:
- Turn 1 (Round 1): P1 Allodrigues: Alert Peck | P2 Thylos Intrepidus: Crushing Prowl | P3 Mortem Rex: Roar | P4 Mortem Rex: Roar
- Turn 2 (Round 2): P1 Allodrigues: Protective Alert | P2 Thylos Intrepidus: Dual Rending Assault | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Mortem Rex: Afflicting Lockdown Impact
- Turn 3 (Round 3): P1 Allodrigues: Fierce Strike | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Mortem Rex: Fierce Rampage | P4 Mortem Rex: Fierce Rampage

## Refrenantem

Apex raid boss · Sunday · Boss level 30 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=refrenantem · This boss only: https://jwaedge.com/raids.md?boss=refrenantem

### Refrenantem: boss rounds

#### Round 1: HP 25,069 · Damage 2,339 · Speed 125 · Armor 0% · Crit 10% × 1.25
Resistances: Crit reduction 75%, Damage over time 85%, Damage reduction 90%, Rend 80%, Speed reduction 50%, Stun 90%, Vulnerability 35%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Group Distraction Strike** (delay 0, cooldown 0). All opponents: reduce Damage by 75% for 2 turns, 4 attacks. Lowest HP opponent: attack 1x.
- Move 2: **Cunning Impact** (delay 0, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Move 3: **Super Distraction** (delay 0, cooldown 0, first priority). Highest damage opponent: remove dodge. All opponents: attack 1x. Highest damage opponent: stun 25% chance for 1 turn. Highest HP opponent: damage over time 25% per turn for 2 turns. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. All opponents: reduce Damage by 50% for 1 turn, 2 attacks.
- Counter: **Alert Counter Distraction** (delay 0, cooldown 0). Attacker: reduce Damage by 10% for 2 turns, 4 attacks.
- Counter: **Alert Counter Distraction** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Attacker: reduce Damage by 15% for 2 turns, 4 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 25,069 · Damage 2,339 · Speed 125 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 2x.
- Move 2: **Alert Nullification** (delay 0, cooldown 2, first priority). All opponents: remove all effects. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
- Move 2: **Alert Nullification** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). All opponents: remove all effects; reduce Damage by 75% for 2 turns, 4 attacks.
- Move 3: **Super Distraction** (delay 0, cooldown 0, first priority). Highest damage opponent: remove dodge. All opponents: attack 1x. Highest damage opponent: stun 25% chance for 1 turn. Highest HP opponent: damage over time 25% per turn for 2 turns. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. All opponents: reduce Damage by 50% for 1 turn, 2 attacks.
- Counter: **Alert Counter Distraction** (delay 0, cooldown 0). Attacker: reduce Damage by 10% for 2 turns, 4 attacks.
- Counter: **Alert Counter Distraction** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Attacker: reduce Damage by 15% for 2 turns, 4 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 25,069 · Damage 2,339 · Speed 125 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 2.
- Move 1: **Alert Nullification** (delay 0, cooldown 2, first priority). All opponents: remove all effects; reduce Damage by 75% for 2 turns, 4 attacks.
- Move 2: **Super Distraction** (delay 0, cooldown 0, first priority). Highest damage opponent: remove dodge. All opponents: attack 1x. Highest damage opponent: stun 25% chance for 1 turn. Highest HP opponent: damage over time 25% per turn for 2 turns. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. All opponents: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 3: **Group Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
- Counter: **Alert Counter Distraction** (delay 0, cooldown 0). Attacker: reduce Damage by 10% for 2 turns, 4 attacks.
- Counter: **Alert Counter Distraction** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Attacker: reduce Damage by 15% for 2 turns, 4 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Refrenantem: minions

#### Group Shattering Minion (level 29)
Round 1: HP 4,775 · Damage 1,244 · Speed 133 · Armor 15% · Crit 20% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Group Defense Shattering Strike** (delay 0, cooldown 0). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Group Shattering Impact** (delay 0, cooldown 1). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 1.5x.

#### Shield Minion (level 29)
Round 1: HP 9,550 · Damage 1,273 · Speed 136 · Armor 30% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Taunting Shields** (delay 0, cooldown 0). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
- Move 2: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
- Move 3: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.

### Refrenantem: community strategies (3)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

via JWA Rocks · written for game 2.10 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Refrenantem_6_steps_3.png · Video: https://youtu.be/tBaOXRiVbCY

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Irritator: Health: 2400
- P2 Tuoramoloch: Damage: 2200; Speed: Faster than Thor
- P3 Thoradolosaur: Damage: 2200 *
- P4 Thoradolosaur: Damage: 2200 *

Turn by turn:
- Turn 1 (Round 1): P1 Irritator: Ready to Crush (move 2) | P2 Tuoramoloch: Group Acceleration (move 3) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 2 (Round 1): P1 Irritator: Defense Shattering Strike (move 1) | P2 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage (move 3)
- Turn 3 (Round 2): P1 Irritator: Group Takedown (move 3) | P2 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 4 (Round 2): P1 Irritator: Defense Shattering Strike (move 1) | P2 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage (move 3)
- Turn 5 (Round 3): P1 Irritator: Ready to Crush (move 2) | P2 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves]
- Turn 6 (Round 3): P1 Irritator: Group Takedown (move 3) | P2 Tuoramoloch: Group Acceleration (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Thoradolosaur: Fierce Rampage (move 3)

Notes:
- Thor damage must be no more than 107.5% of Tuoramoloch’s damage so the boss targets Tuoramoloch on round 1, turn 2. Hitting Thor instead breaks the plan.
- Thor needs 2,388 damage for a run with no critical hits. The listed 2,200-damage builds depend on crits.

#### Strategy 2

By Rexsalamanca · via JWA Rocks · written for game 2.9 · 12 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Refrenantem.png

Rounds: Round 1 = turns 1 to 4; Round 2 = turns 5 to 8; Round 3 = turns 9 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4500; Damage: 1800
- P2 Tenontorex: Health: 4500; Damage: 2400
- P3 Thoradolosaur: Health: 4500; Damage: 2500
- P4 Diorajasaur: Health: 3800

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Resilient Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Instant Invincibility Taunt
- Turn 3 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Lesser Group Heal [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Distracting Impact [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Resilient Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tenontorex: Resilient Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Instant Invincibility Taunt
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Resilient Rampage
- Turn 7 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Lesser Group Heal [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 8 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Distracting Impact [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Instant Invincibility Taunt
- Turn 9 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Resilient Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Resilient Rampage
- Turn 10 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 11 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Lesser Group Heal [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Resilient Rampage
- Turn 12 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Group Taunting Shields [not in its current moves]

Notes:
- Tuoramoloch must be faster than Thoradolosaur.
- If Diorajasaur is stunned on round 2, turn 3, use Thor’s Instant Charge on the next turn to stun the boss. The plan is likely to fail if that recovery does not work.

#### Strategy 3

By Solar, Leviathan International, Rexsalamanca · via JWA Rocks · written for game 2.9 · 12 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Refrenantem4.png · Video: https://youtu.be/8M24YYPjbYU

Rounds: Round 1 = turns 1 to 4; Round 2 = turns 5 to 8; Round 3 = turns 9 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 1800; Speed: Fastest
- P2 Thoradolosaur: Health: 4600; Damage: 2200; Speed: <Tuora
- P3 Diorajasaur: Health: 3800
- P4 Geminititan: Damage: 1300

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Instant Invincibility Taunt (move 4) | P4 Geminititan: Definite Shield Advantage
- Turn 3 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Rampage | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Group Taunting Shields [not in its current moves] | P4 Geminititan: Resilient Strike (move 1)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Instant Invincibility Taunt (move 4) | P4 Geminititan: Group Decelerating Rampage
- Turn 6 (Round 2): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Resilient Rampage (move 2) | P4 Geminititan: Definite Shield Advantage
- Turn 7 (Round 2): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Strike (move 1) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 8 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Instant Invincibility Taunt (move 4) | P4 Geminititan: Resilient Strike (move 1)
- Turn 9 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Rampage (move 2) | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 10 (Round 3): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves] | P4 Geminititan: Definite Shield Advantage (move 3)
- Turn 11 (Round 3): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Rampage (move 2) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 12 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Resilient Strike (move 1) | P4 Geminititan: Resilient Strike (move 1)

Notes:
- Tuoramoloch must be the fastest team member.

## Sinoceratops

Epic raid boss · Friday · Boss level 14 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 15; boosts per stat ≤ 5 health, 5 damage, 5 speed.
Page: https://jwaedge.com/raids?boss=sinoceratops · This boss only: https://jwaedge.com/raids.md?boss=sinoceratops

### Sinoceratops: boss rounds

#### Round 1: HP 9,744 · Damage 668 · Speed 111 · Armor 25% · Crit 5% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Stun 90%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt, Vulnerability.
- Move 1: **Group Deceleration Strike** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1x.
- Move 2: **Primal Instant Charge** (delay 0, cooldown 0, first priority). Highest damage opponent: bypass armor, attack 1x. Random opponent: stun 75% chance for 1 turn.
- Move 3: **Primal Dig in** (delay 0, cooldown 0, first priority). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects; increase Speed by 10% for 2 turns; shield 50% for 1 turn, 4 attacks.
- Move 4: **Random Piercing Rampage** (delay 0, cooldown 0). Random opponent: bypass armor, attack 2x.

#### Round 2: HP 9,744 · Damage 668 · Speed 111 · Armor 25% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Stun, Pierce and Impact** (delay 0, cooldown 0). Lowest HP opponent: bypass armor, attack 1.5x. Random opponent: stun 75% chance for 1 turn.
- Move 2: **Group Deceleration Strike** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1x.
- Move 3: **Cleansing Random Piercing Rampage** (delay 0, cooldown 0). Self: cleanse all negative effects. Random opponent: bypass armor, attack 2x.

### Sinoceratops: community strategies (1)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By TaroT, apexwestink · via JWA Rocks · written for game 2.9 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Sinoceratops.png · Video: https://youtu.be/qHlh6RFfzFg

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Irritator: no minimum stats listed
- P2 Andrewtodon: no minimum stats listed
- P3 Tyrannosaurus Rex: no minimum stats listed
- P4 Carnotaurus: no minimum stats listed

Turn by turn:
- Turn 1 (Round 1): P1 Irritator: Ready to Crush | P2 Andrewtodon: Armor Piercing Impact | P3 Tyrannosaurus Rex: Fierce Rampage | P4 Carnotaurus: Vulnerability Strike
- Turn 2 (Round 2): P1 Irritator: Group Takedown | P2 Andrewtodon: Rending Takedown | P3 Tyrannosaurus Rex: Fierce Rampage | P4 Carnotaurus: Vulnerability Strike

## Spinosaurus Aegyptiacus

Omega raid boss · Tuesday & Thursday · Boss level 30 · 4 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=spinosaurus-aegyptiacus · This boss only: https://jwaedge.com/raids.md?boss=spinosaurus-aegyptiacus

### Spinosaurus Aegyptiacus: boss rounds

#### Round 1: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: Damage over time 80%, Damage reduction 75%, Rend 66%, Speed reduction 100%, Stun 100%, Taunt 100%, Vulnerability 75%, Affliction 90%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Armor reduction.
- Move 1: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Move 2: **Killer Instinct** (delay 1, cooldown 1, first priority). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- Move 3: **Bully Impact** (delay 0, cooldown 0). Lowest HP opponent: always crit, attack 1.5x.
- Move 4: **Piercing Destruction** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects; bypass armor, deal 100% of max HP as damage (rend).

#### Round 2: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: same as round 1.
- Move 1: **Group Defense Shattering Wound** (delay 0, cooldown 0, first priority). All opponents: destroy shields. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 2: **Protective Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage. All allies: cleanse all negative effects; increase Speed by 10% for 2 turns, 2 attacks. Lowest HP opponent: attack 1x.
- Move 3: **Instant Rending Stun** (delay 0, cooldown 0, first priority). Highest HP opponent: destroy shields; deal 40% of max HP as damage (rend). Highest damage opponent: stun 75% chance for 1 turn.
- Move 4: **Random Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. Random opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
- Counter: **Group Nullifying Counter** (delay 0, cooldown 0). All opponents: remove all positive effects.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: same as round 2.
- Move 1: **Piercing Destruction** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects; bypass armor, deal 100% of max HP as damage (rend).
- Move 2: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Move 3: **Bully Impact** (delay 0, cooldown 0). Lowest HP opponent: always crit, attack 1.5x.
- Move 4: **Breakthrough** (delay 1, cooldown 1, first priority). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 4: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: same as round 3.
- Move 1: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Move 2: **Protective Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage. All allies: cleanse all negative effects; increase Speed by 10% for 2 turns, 2 attacks. Lowest HP opponent: attack 1x.
- Move 3: **Killer Instinct** (delay 1, cooldown 1, first priority). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- Move 4: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Counter: **Gradual Counter Acceleration** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn, 2 attacks; increase Damage by 15% for 1 turn, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Spinosaurus Aegyptiacus: community strategies (6)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Fly33 (BaumanDino), Sienloltolkezgen · via JWA Rocks · written for game 3.6 · 4 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_1.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3; Round 4 = turn 4.

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level: 21+; Speed: >Panthera
- P2 Sah Panthera: Level: 26+
- P3 Carnotarkus: Level: 16+
- P4 Purutaurus: Level: 11+; Speed: <Carno

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Crushing Prowl | P2 Sah Panthera: Afflicting Trap | P3 Carnotarkus: Instant Distraction | P4 Purutaurus: Instant Distraction
- Turn 2 (Round 2): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Sah Panthera: Determined Strike | P3 Carnotarkus: Group Decelerating Rampage | P4 Purutaurus: Cleansing Strike
- Turn 3 (Round 3): P1 Thylos Intrepidus: Dual Rending Assault | P2 Sah Panthera: Resilient Group Rampage | P3 Carnotarkus: Superiority Strike | P4 Purutaurus: Fierce Impact
- Turn 4 (Round 4): P1 Thylos Intrepidus: Crushing Prowl | P2 Sah Panthera: Afflicting Trap | P3 Carnotarkus: Instant Distraction | P4 Purutaurus: Instant Distraction

#### Strategy 2

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.6 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turn 4; Round 4 = turn 5.

Team (player slot, creature, minimum requirements):
- P1 Pantherator: Level: 21+
- P2 Pantherator: Level: 21+
- P3 Pantherator: Level: 21+
- P4 Pantherator: Level: 21+; Speed: Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Pantherator: Evasive Hunt | P2 Pantherator: Evasive Hunt | P3 Pantherator: Evasive Hunt | P4 Pantherator: Evasive Hunt
- Turn 2 (Round 1): P1 Pantherator: Shredding Wound | P2 Pantherator: Floating Dual Claw | P3 Pantherator: Determined Strike | P4 Pantherator: Determined Strike
- Turn 3 (Round 2): P1 Pantherator: Determined Strike | P2 Pantherator: Shredding Wound | P3 Pantherator: Floating Dual Claw | P4 Pantherator: Floating Dual Claw
- Turn 4 (Round 3): P1 Pantherator: Evasive Hunt | P2 Pantherator: Determined Strike | P3 Pantherator: Shredding Wound | P4 Pantherator: Shredding Wound (move 2)
- Turn 5 (Round 4): P1 Pantherator: Shredding Wound | P2 Pantherator: Evasive Hunt | P3 Pantherator: Determined Strike | P4 Pantherator: Determined Strike

Notes:
- When two or more Pantherators tie for lowest speed, targeting follows lobby order: host, then slots 2, 3 and 4.

#### Strategy 3

By Cstatele, Ken · via JWA Rocks · written for game 3.8 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_3.png

Rounds: Round 1 = turn 1; Round 2 = turns 2 to 3; Round 3 = turn 4; Round 4 = turn 5.

Team (player slot, creature, minimum requirements):
- P1 Diloracheirus: Health: 6k+; Damage: Notes*; Speed: Fastest
- P2 Diloracheirus: Health: 6k+; Damage: Notes*
- P3 Rexy: Health 5,800+; Use combined damage requirement
- P4 Rexy: Health 5,800+; Use combined damage requirement; Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Diloracheirus: Dispersed Cunning Strike | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Dominant Roar | P4 Rexy: Defense Shattering Revenge
- Turn 2 (Round 2): P1 Diloracheirus: Revenge Cunning Rampage | P2 Diloracheirus: Revenge Cunning Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Diloracheirus: Distracting Team Heal | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Defense Shattering Revenge | P4 Rexy: Defense Shattering Revenge
- Turn 4 (Round 3): P1 Diloracheirus: Revenge Cunning Rampage | P2 Diloracheirus: Revenge Cunning Rampage | P3 Rexy: Dominant Roar | P4 Rexy: Fierce Devouring Rampage
- Turn 5 (Round 4): P1 Diloracheirus: Dispersed Cunning Strike | P2 Diloracheirus: Distracting Team Heal | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Dominant Roar

Notes:
- The two Rexys need at least 6,070 combined damage. The two Diloracheirus need at least 5,814 combined damage.

#### Strategy 4

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.6 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_4.jpg

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3; Round 4 = turns 4 to 5.

Team (player slot, creature, minimum requirements):
- P1 Sah Panthera: Level 26+
- P2 Sinraptor: Level 16+
- P3 Sinraptor: Level 16+
- P4 Sinraptor: Level 16+

Turn by turn:
- Turn 1 (Round 1): P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sinraptor: Devious Impact (move 2) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)
- Turn 2 (Round 2): P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sinraptor: Afflicting Vengeful Swoop (move 4) | P3 Sinraptor: Afflicting Vengeful Swoop (move 4) | P4 Sinraptor: Afflicting Vengeful Swoop (move 4)
- Turn 3 (Round 3): P1 Sah Panthera: Resilient Group Rampage (move 3) | P2 Sinraptor: Devious Impact (move 2) | P3 Sinraptor: Devious Impact | P4 Sinraptor: Devious Impact (move 2)
- Turn 4 (Round 4): P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sinraptor: Definite Impact (move 3) | P3 Sinraptor: Definite Impact (move 3) | P4 Sinraptor: Definite Impact (move 3)
- Turn 5 (Round 4): P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sinraptor: Devious Impact (move 2) | P3 Sinraptor: Devious Impact | P4 Sinraptor: Devious Impact

#### Strategy 5

By darksun3598 · via JWA Rocks · written for game 3.8 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_5.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 5; Round 3 = turns 6 to 7; Round 4 = turn 8.

Team (player slot, creature, minimum requirements):
- P1 Pantherator: Level: 25+; Health: Highest; Speed: 145 or less
- P2 Pantherator: Level: 25*; Speed: 145 or less
- P3 Pantherator: Level: 21+; Speed: 145 or less
- P4 Pantherator: Level: 21+; Health: Lowest

Turn by turn:
- Turn 1 (Round 1): P1 Pantherator: Evasive Hunt | P2 Pantherator: Evasive Hunt | P3 Pantherator: Evasive Hunt | P4 Pantherator: Evasive Hunt
- Turn 2 (Round 1): P1 Pantherator: Shredding Wound | P2 Pantherator: Shredding Wound | P3 Pantherator: Shredding Wound | P4 Pantherator: Shredding Wound
- Turn 3 (Round 2): P1 Pantherator: Determined Strike | P2 Pantherator: Determined Strike | P3 Pantherator: Determined Strike | P4 Pantherator: Determined Strike
- Turn 4 (Round 2): P1 Pantherator: Floating Dual Claw | P2 Pantherator: Floating Dual Claw | P3 Pantherator: Floating Dual Claw | P4 Pantherator: Evasive Hunt
- Turn 5 (Round 2): P1 Pantherator: Determined Strike | P2 Pantherator: Shredding Wound | P3 Pantherator: Determined Strike | P4 Pantherator: Shredding Wound
- Turn 6 (Round 3): P1 Pantherator: Shredding Wound | P2 Pantherator: Floating Dual Claw | P3 Pantherator: Shredding Wound | P4 Pantherator: Floating Dual Claw
- Turn 7 (Round 3): P1 Pantherator: Evasive Hunt | P2 Pantherator: Evasive Hunt | P3 Pantherator: Evasive Hunt | P4 Pantherator: Evasive Hunt
- Turn 8 (Round 4): P1 Pantherator: Floating Dual Claw | P2 Pantherator: Shredding Wound | P3 Pantherator: Floating Dual Claw | P4 Pantherator: Shredding Wound

Notes:
- If the Pantherator with the highest health is stunned, continue to the next turn.

#### Strategy 6

By saam3874 (Whale2Win), Ken · via JWA Rocks · written for game 3.8 · 6 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_6.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turns 4 to 5; Round 4 = turn 6.

Team (player slot, creature, minimum requirements):
- P1 Sah Panthera: Level: 26+
- P2 Sah Panthera: Level: 26+
- P3 Sinraptor: Level: 16; Health: 1454+
- P4 Sinraptor: Level: 16; Health: 1454+

Turn by turn:
- Turn 1 (Round 1): Boss: Group Fierce Rampage | P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sah Panthera: Afflicting Trap (move 2) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)
- Turn 2 (Round 1): Boss: Killer Instinct | P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sah Panthera: Vengeful Double Strike (move 4) | P3 Sinraptor: Afflicting Vengeful Swoop (move 4) | P4 Sinraptor: Afflicting Vengeful Swoop (move 4)
- Turn 3 (Round 2): Boss: Group Defense Shattering Wound | P1 Sah Panthera: Determined Strike (move 1) | P2 Sah Panthera: Determined Strike (move 1) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)
- Turn 4 (Round 3): Boss: Piercing Destruction | P1 Sah Panthera: Determined Strike (move 1) | P2 Sah Panthera: Determined Strike (move 1) | P3 Sinraptor: Definite Impact (move 3) | P4 Sinraptor: Definite Impact (move 3)
- Turn 5 (Round 3): Boss: Group Fierce Rampage | P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sah Panthera: Afflicting Trap (move 2) | P3 Sinraptor: Afflicting Vengeful Swoop (move 4) | P4 Sinraptor: Afflicting Vengeful Swoop (move 4)
- Turn 6 (Round 4): Boss: Group Fierce Rampage | P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sah Panthera: Vengeful Double Strike (move 4) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)

Notes:
- Both Sinraptors must be level 16 with the required ability unlocked.

More: More community strategies on IDGT902: https://www.idgt902.com/post/jurassic-world-alive-raid-strategy-hub

## Therizinosaurus

Rare raid boss · Sunday · Boss level 10 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=therizinosaurus · This boss only: https://jwaedge.com/raids.md?boss=therizinosaurus

### Therizinosaurus: boss rounds

#### Round 1: HP 7,787 · Damage 366 · Speed 130 · Armor 0% · Crit 5% × 1.25
Resistances: Crit reduction 50%, Damage over time 80%, Damage reduction 50%, Rend 80%, Stun 90%, Vulnerability 15%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Speed reduction, Swap prevention, Taunt, Armor reduction.
- Move 1: **Targeted Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase; attack 1x. Self: increase Damage by 10% for 2 turns, 4 attacks.
- Move 2: **Accelerating Group Strike** (delay 0, cooldown 0). Self: increase Speed by 10% for 2 turns, 4 attacks. All opponents: attack 1x.
- Move 3: **Clawing Rampage** (delay 0, cooldown 0, first priority). Highest damage opponent: attack 2x.
- Counter: **Gradual Counter Acceleration** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn, 2 attacks; increase Damage by 15% for 1 turn, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 7,787 · Damage 366 · Speed 130 · Armor 0% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Ferocious Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase; attack 1x. Self: increase Damage by 10% for 2 turns, 4 attacks.
- Move 2: **Accelerating Group Impact** (delay 0, cooldown 0). Self: increase Speed by 10% for 2 turns, 4 attacks. All opponents: attack 1.5x.
- Move 3: **Clawing Rampage** (delay 0, cooldown 0, first priority). Highest damage opponent: attack 2x.
- Counter: **Gradual Counter Acceleration** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn, 2 attacks; increase Damage by 15% for 1 turn, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Therizinosaurus: community strategies (2)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Seven, SeaWitch · via JWA Rocks · written for game 2.17 · 6 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Therizinosaurus.png

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6.

Team (player slot, creature, minimum requirements):
- P1 Suchotator: Level: 10
- P2 Suchotator: Level: 10

Turn by turn:
- Turn 1 (Round 1): Boss: Targeted Cunning Strike | P1 Suchotator: Lethal Wound (move 2) | P2 Suchotator: Lethal Wound (move 2)
- Turn 2 (Round 1): Boss: Accelerating Group Strike | P1 Suchotator: Superiority Strike | P2 Suchotator: Superiority Strike (move 1)
- Turn 3 (Round 1): Boss: Clawing Rampage | P1 Suchotator: Instant Distraction | P2 Suchotator: Instant Distraction (move 4)
- Turn 4 (Round 2): Boss: Ferocious Cunning Strike | P1 Suchotator: Lethal Wound (move 2) | P2 Suchotator: Lethal Wound (move 2)
- Turn 5 (Round 2): Boss: Accelerating Group Impact | P1 Suchotator: Superiority Strike | P2 Suchotator: Superiority Strike (move 1)
- Turn 6 (Round 2): Boss: Clawing Rampage | P1 Suchotator: Instant Distraction (move 4) | P2 Suchotator: Instant Distraction (move 4)

#### Strategy 2

By Moustayak · via JWA Rocks · written for game 2.17 · 3 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Therizinosaurus2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Irritator: Level: 6+
- P2 Tyrannosaurus Rex Gen 2: Level: 9+
- P3 Tyrannosaurus Rex Gen 2: Level: 9+
- P4 Tyrannosaurus Rex Gen 2: Level: 9+

Turn by turn:
- Turn 1 (Round 1): Boss: Targeted Cunning Strike | P1 Irritator: Defense Shattering Strike | P2 Tyrannosaurus Rex Gen 2: Fierce Strike | P3 Tyrannosaurus Rex Gen 2: Fierce Strike | P4 Tyrannosaurus Rex Gen 2: Fierce Strike
- Turn 2 (Round 1): Boss: Accelerating Group Strike | P1 Irritator: Ready to Crush | P2 Tyrannosaurus Rex Gen 2: Defense Shattering Impact | P3 Tyrannosaurus Rex Gen 2: Defense Shattering Impact | P4 Tyrannosaurus Rex Gen 2: Defense Shattering Impact
- Turn 3 (Round 2): Boss: Ferocious Cunning Strike | P1 Irritator: Group Takedown | P2 Tyrannosaurus Rex Gen 2: Armor Piercing Rampage | P3 Tyrannosaurus Rex Gen 2: Armor Piercing Rampage | P4 Tyrannosaurus Rex Gen 2: Armor Piercing Rampage

Notes:
- The three T. Rex Gen 2 levels should add up to at least 27. Otherwise round 2 can need an extra turn when there are no critical hits.

## Troodoboa

Unique raid boss · Rotating Thursday boss · Boss level 25 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 25; boosts per stat ≤ 15 health, 15 damage, 15 speed.
Takes turns with other bosses in a rotating Thursday raid slot. Check the in-game Raid Hub to see which boss is live this week.
Page: https://jwaedge.com/raids?boss=troodoboa · This boss only: https://jwaedge.com/raids.md?boss=troodoboa

### Troodoboa: boss rounds

#### Round 1: HP 19,840 · Damage 1,547 · Speed 130 · Armor 0% · Crit 10% × 1.25
Resistances: Damage over time 90%, Damage reduction 60%, Rend 80%, Speed reduction 75%, Stun 100%, Taunt 100%, Vulnerability 15%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Armor reduction.
- Move 1: **Instant Shielded Decelerating Strike** (delay 0, cooldown 0, first priority). Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: attack 1x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 2: **Targeted Cleansing Strike** (delay 0, cooldown 0). All allies: cleanse all negative effects. Highest damage opponent: attack 1x.
- Move 3: **Group Ferocious Strike** (delay 0, cooldown 0). All allies: increase Damage by 25% for 2 turns, 4 attacks. Highest HP opponent: attack 1x.

#### Round 2: HP 19,840 · Damage 1,547 · Speed 130 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Instant Shielded Decelerating Strike** (delay 0, cooldown 0, first priority). Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: attack 1x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 2: **Coiling Rampage** (delay 0, cooldown 0, first priority). Self: shield 75% for 3 turns, 12 attacks. All opponents: reduce Damage by 75% for 2 turns, 4 attacks. Highest damage opponent: attack 2x.
- Move 3: **Targeted Cleansing Impact** (delay 0, cooldown 0). All allies: cleanse all negative effects. Highest damage opponent: attack 1.5x.
- Move 4: **Raking Piercing Strike** (delay 0, cooldown 0). Most positive effects opponent: remove dodge; remove cloak; bypass armor, attack 1x.

#### Round 3: HP 19,840 · Damage 1,547 · Speed 130 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 2.
- Move 1: **Instant Shielded Decelerating Strike** (delay 0, cooldown 0, first priority). Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: attack 1x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 2: **Coiling Rampage** (delay 0, cooldown 0, first priority). Self: shield 75% for 3 turns, 12 attacks. All opponents: reduce Damage by 75% for 2 turns, 4 attacks. Highest damage opponent: attack 2x.
- Move 3: **Targeted Cleansing Impact** (delay 0, cooldown 0). All allies: cleanse all negative effects. Highest damage opponent: attack 2x.
- Move 4: **Group Ferocious Impact** (delay 0, cooldown 0). All allies: increase Damage by 50% for 2 turns, 4 attacks. Most positive effects opponent: remove dodge; remove cloak; bypass armor, attack 1.5x.

### Troodoboa: minions

#### Shattering Minion (level 24)
Round 1: HP 4,489 · Damage 1,984 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Defense Shattering Impact** (delay 0, cooldown 1). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
- Move 3: **Defense Shattering Rampage** (delay 1, cooldown 1). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.

#### Nullifying Minion (level 24)
Round 1: HP 5,101 · Damage 1,097 · Speed 147 · Armor 0% · Crit 5% × 1.25
Resistances: none. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Stun, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Nullifying Strike** (delay 0, cooldown 0). Most positive effects opponent: remove all positive effects. Lowest HP opponent: attack 1x.
- Move 2: **Nullifying Impact** (delay 0, cooldown 2). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1.5x.
- Move 3: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.

### Troodoboa: community strategies (2)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By sp0nge · via JWA Rocks · written for game 2.18 · 4 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Troodoboa_Sp0nge.png

Rounds: Round 1 = turn 1; Round 2 = turns 2 to 3; Round 3 = turn 4.

Team (player slot, creature, minimum requirements):
- P1 Thylaconyx: Level 20+; Slower than Allodrigues
- P2 Rexy: Level 20+; Slower than Thylaconyx
- P3 Rexy: Level 20+; Slower than Thylaconyx
- P4 Allodrigues: Level: 21+

Turn by turn:
- Turn 1 (Round 1): Boss: Instant Shielded Decelerating Strike | P1 Thylaconyx: Crushing Prowl (move 2) | P2 Rexy: Dominant Roar (move 3) | P3 Rexy: Dominant Roar (move 3) | P4 Allodrigues: Alert Peck (move 4)
- Turn 2 (Round 2): Boss: Instant Shielded Decelerating Strike | P1 Thylaconyx: Skirmish (move 4) | P2 Rexy: Alert Fierce Strike | P3 Rexy: Alert Fierce Strike (move 1) | P4 Allodrigues: Protective Alert (move 2)
- Turn 3 (Round 2): Boss: Coiling Rampage | P1 Thylaconyx: Devouring Wound (move 3) | P2 Rexy: Fierce Devouring Rampage (move 4) | P3 Rexy: Fierce Devouring Rampage (move 4) | P4 Allodrigues: Cunning Rampage (move 3)
- Turn 4 (Round 3): Boss: Instant Shielded Decelerating Strike | P1 Thylaconyx: Crushing Prowl (move 2) | P2 Rexy: Dominant Roar (move 3) | P3 Rexy: Dominant Roar (move 3) | P4 Allodrigues: Alert Peck (move 4)

Notes:
- Thylaconyx level 16–18 pairs with each Rexy at level 23 / 1,598 damage; level 19 pairs with level 22 / 1,521; level 20–25 pairs with level 20 / 1,380.
- An oversized team can end round 2 too early. If round-2 damage falls short, the lower Rexy row can use its impact on that round’s first turn.

#### Strategy 2

By MrWazeer · via JWA Rocks · written for game 2.18 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Troodoboa_raid_2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6.

Team (player slot, creature, minimum requirements):
- P1 Thylaconyx: Level: 16+; Speed: 122 - 130 1st or 2nd
- P2 Diloracheirus: Level: 21+; Speed: 1st or 2nd
- P3 Rexy: Level 19+; Third fastest
- P4 Rexy: Level 18+; Fourth fastest

Turn by turn:
- Turn 1 (Round 1): P1 Thylaconyx: Crushing Prowl (move 2) | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Dominant Roar (move 3) | P4 Rexy: Alert Fierce Strike
- Turn 2 (Round 1): P1 Thylaconyx: Devouring Wound (move 3) | P2 Diloracheirus: Group Vitalize (move 2) | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Dominant Roar (move 3)
- Turn 3 (Round 2): P1 Thylaconyx: Skirmish | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Alert Fierce Strike | P4 Rexy: Defense Shattering Revenge (move 2)
- Turn 4 (Round 2): P1 Thylaconyx: Crushing Prowl (move 2) | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Rexy: Dominant Roar (move 3) | P4 Rexy: Fierce Devouring Rampage (move 4)
- Turn 5 (Round 3): P1 Thylaconyx: Skirmish (move 4) | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Dominant Roar
- Turn 6 (Round 3): P1 Thylaconyx: Devouring Wound (move 3) | P2 Diloracheirus: Group Vitalize (move 2) | P3 Rexy: Defense Shattering Revenge (move 2) | P4 Rexy: Fierce Devouring Rampage (move 4)

## Woolly Mammoth

Epic raid boss · Thursday · Boss level 14 · 3 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 15; boosts per stat ≤ 5 health, 5 damage, 5 speed.
Page: https://jwaedge.com/raids?boss=woolly-mammoth · This boss only: https://jwaedge.com/raids.md?boss=woolly-mammoth

### Woolly Mammoth: boss rounds

#### Round 1: HP 8,352 · Damage 668 · Speed 115 · Armor 10% · Crit 5% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Speed reduction 100%, Stun 70%, Vulnerability 50%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Taunt.
- Move 1: **Group Power Strike** (delay 0, cooldown 0). Self: increase Damage by 50% for 4 turns. All opponents: attack 1x.
- Move 2: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
- Move 3: **Bellow** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; shield 50% for 1 turn, 4 attacks. All opponents: reduce Speed by 50% for 2 turns. Self: taunt for 1 turn.

#### Round 2: HP 8,352 · Damage 668 · Speed 115 · Armor 10% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
- Move 2: **Bellow** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; shield 50% for 1 turn, 4 attacks. All opponents: reduce Speed by 50% for 2 turns. Self: taunt for 1 turn.
- Move 3: **Group Power Strike** (delay 0, cooldown 0). Self: increase Damage by 50% for 4 turns. All opponents: attack 1x.

#### Round 3: HP 8,352 · Damage 668 · Speed 115 · Armor 10% · Crit 5% × 1.25
Resistances: same as round 2.
- Move 1: **Group Power Strike** (delay 0, cooldown 0). Self: increase Damage by 50% for 4 turns. All opponents: attack 1x.
- Move 2: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.

### Woolly Mammoth: community strategies (1)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Tyrant Predatorz, LythCrew · via JWA Rocks · written for game 2.2 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/WoollyMammoth.jpg

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3.

Team (player slot, creature, minimum requirements):
- P1 Thylacotator: Level: 12+
- P2 Thylacotator: Level: 12+
- P3 Thylacotator: Level: 12+
- P4 Spinotahraptor: Level: 11+

Turn by turn:
- Turn 1 (Round 1): P1 Thylacotator: Maiming Wound | P2 Thylacotator: Maiming Wound | P3 Thylacotator: Maiming Wound | P4 Spinotahraptor: Gashing Wound
- Turn 2 (Round 2): P1 Thylacotator: Deliberate Prowl | P2 Thylacotator: Deliberate Prowl | P3 Thylacotator: Deliberate Prowl | P4 Spinotahraptor: Cunning Impact
- Turn 3 (Round 3): P1 Thylacotator: Rending Takedown | P2 Thylacotator: Rending Takedown | P3 Thylacotator: Rending Takedown | P4 Spinotahraptor: Distracting Impact

## Team creature moves

Current moves of every creature used in the strategies above. Use them to adapt when a turn goes differently from the plan (a dodge, a crit, a missed stun, a creature knocked out).

- **Aenocyonyx** (Unique, Fierce): https://jwaedge.com/creatures/aenocyonyx
  - Move 1: **Instant Defense Shattering Strike** (delay 0, cooldown 0, first priority). Highest HP opponent: destroy shields; attack 1x.
  - Move 2: **Crushing Prowl** (delay 0, cooldown 2, first priority). Self: cleanse all negative effects; increase Crit Chance by 75% for 2 turns, 2 attacks; 75% chance to dodge 67% of damage for 1 turn, 2 attacks. All allies: increase Damage by 50% for 4 turns, 2 attacks; cleanse damage reduction; cleanse crit reduction.
  - Move 3: **Devouring Wound** (delay 0, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 4 turns; damage over time 20% per turn for 2 turns.
  - Move 4: **Disarming Decimate and Run** (delay 2, cooldown 1). Highest HP opponent: attack 2.5x; reduce Armor by 100% for 2 turns, 4 attacks. Self: swap out.
  - Counter: **Defense Shattering Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x.
  - Swap-in: **Swap in Lockdown** (delay 0, cooldown 0, first priority). Fastest opponent: prevent swap for 2 turns. Self: cannot swap for 2 turns.
  - On-escape: **Challenging Howl on Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn; attack 0.5x. Self: increase Speed by 25% for 2 turns, 4 attacks; increase Damage by 25% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Allodrigues** (Unique, Cunning + Fierce): https://jwaedge.com/creatures/allodrigues
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Protective Alert** (delay 0, cooldown 3). Self: cleanse all negative effects. All opponents: vulnerable 50% for 2 turns, 4 attacks; reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 2: **Protective Alert** [threatened version: used while its HP is ≤ 66%] (delay 0, cooldown 3). Self: heal 33.33% of max HP; cleanse all negative effects. All opponents: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 2x.
  - Move 4: **Alert Peck** (delay 0, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, deal 60% of max HP as damage (rend); remove damage increase; remove crit increase.
  - Move 4: **Alert Peck** [threatened version: used while its HP is ≤ 33%] (delay 1, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, deal 40% of max HP as damage (rend); remove damage increase; remove crit increase.
  - On-escape: **Alert Roost** (delay 0, cooldown 0). Self: 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks; increase Crit Chance by 100% for 2 turns, 2 attacks.
  - On-escape: **Alert Roost** [threatened version: used while its HP is ≤ 66%] (delay 0, cooldown 0). Self: 100% chance to dodge 67% of damage for 2 turns, 2 attacks; increase Crit Chance by 65% for 2 turns, 2 attacks.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Allosaurus** (Common, Fierce): https://jwaedge.com/creatures/allosaurus
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Fierce Impact** (delay 0, cooldown 1). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- **Andrewtherium** (Epic, Wildcard): https://jwaedge.com/creatures/andrewtherium
  - Move 1: **Group Cleansing Strike** (delay 0, cooldown 0). All allies: cleanse all negative effects. All opponents: attack 1x.
  - Move 2: **Ferocious Strike** (delay 0, cooldown 3). Self: increase Damage by 50% for 3 turns, 6 attacks. Lowest HP opponent: attack 1x.
  - Move 3: **Group Warning Squeal** (delay 0, cooldown 3, first priority). All allies: shield 50% for 2 turns, 4 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks; increase Damage by 25% for 2 turns. Fastest opponent: reduce Speed by 50% for 2 turns.
  - Move 4: **Rending Attack** (delay 0, cooldown 1). Highest HP opponent: destroy shields; bypass armor, deal 40% of max HP as damage (rend).
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Andrewtodon** (Epic, Fierce + Resilient): https://jwaedge.com/creatures/andrewtodon
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Armor Piercing Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass armor, attack 1.5x.
  - Move 3: **Cleansing Impact** (delay 0, cooldown 2). Self: cleanse all negative effects. Lowest HP opponent: attack 1.5x.
  - Move 4: **Rending Takedown** (delay 1, cooldown 1). Highest HP opponent: destroy shields; bypass armor, deal 60% of max HP as damage (rend).
  - Counter: **Exposing Counter** (delay 0, cooldown 0). Attacker: vulnerable 50% for 1 turn, 2 attacks.
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Ankylodicurus** (Epic, Resilient): https://jwaedge.com/creatures/ankylodicurus
  - Move 1: **Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: bypass dodge, attack 1x. Fastest opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
  - Move 3: **Resilient Impact** (delay 0, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
  - Move 4: **Superiority Rampage** (delay 1, cooldown 1). Self: cleanse damage reduction. Fastest opponent: bypass dodge, attack 2x; reduce Speed by 50% for 1 turn.
- **Ankyntrosaurus** (Legendary, Resilient): https://jwaedge.com/creatures/ankyntrosaurus
  - Move 1: **Dispersed Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 50% for 2 turns; bypass dodge, attack 1x; vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Group Taunting Shields Strike** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
  - Move 3: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - Move 4: **Payback Rampage** (delay 0, cooldown 2, last priority). Highest HP opponent: attack 2.5x. Self: increase Armor by 50% for 2 turns, 4 attacks; cleanse damage reduction; heal 1x damage; cannot swap for 1 turn.
  - Counter: **Medium Resilient Counter-Attack** (delay 0, cooldown 0). Self: cleanse damage reduction. Attacker: remove cloak. Fastest opponent: remove dodge. Attacker: attack 0.5x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Ardentismaxima** (Unique, Fierce + Resilient): https://jwaedge.com/creatures/ardentismaxima
  - Move 1: **Group Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge; remove cloak; remove speed increase; attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
  - Move 3: **Taunt Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability; taunt for 1 turn. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
  - Move 4: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - On-escape: **On Escape Critical Impact** (delay 0, cooldown 0). Attacker: always crit, attack 1.5x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Bajatonodon** (Legendary, Resilient): https://jwaedge.com/creatures/bajatonodon
  - Move 1: **Protect the Herd** (delay 0, cooldown 0). All allies: 75% chance to dodge 66.7% of damage for 2 turns, 4 attacks; increase Armor by 25% for 2 turns; shield 25% for 2 turns, 4 attacks; cleanse damage over time. Lowest HP opponent: attack 1x.
  - Move 2: **Group Heal** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 1.5x damage; cleanse all negative effects.
  - Move 3: **Alert Team Protection** (delay 0, cooldown 2). All allies: increase Healing by 25% for 2 turns. Fastest opponent: attack 1.5x.
  - Move 3: **Alert Team Protection** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). All allies: shield 100% for 2 turns, 1 attack.
  - Move 4: **Resilient Group Rampage** (delay 1, cooldown 2). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Counter: **Exposing Counter** (delay 0, cooldown 0). Attacker: vulnerable 50% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Baryonyx Gen 2** (Rare, Fierce): https://jwaedge.com/creatures/baryonyx-gen-2
  - Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Ready to Crush** (delay 0, cooldown 2). All allies: cleanse crit reduction; cleanse damage reduction; increase Crit Chance by 30% for 4 turns, 2 attacks; increase Damage by 50% for 4 turns, 2 attacks.
  - Move 3: **Berserk Blighted Sundering Decimation** (delay 0, cooldown 3, last priority). Self: cleanse vulnerability; bypass armor, bypass dodge, deal 33.33% of max HP as damage (rend). All opponents: reduce Armor by 30% for 2 turns, 4 attacks; reduce Healing by 25% for 2 turns; destroy shields; bypass armor, attack 2.5x.
- **Becklejara** (Apex, Wildcard): https://jwaedge.com/creatures/becklejara
  - Move 1: **Ferocious Shielded Heal** (delay 0, cooldown 0). Self: increase Damage by 50% for 2 turns, 2 attacks; shield 50% for 1 turn, 2 attacks; heal 50% of max HP; reduce Healing by 50% for 3 turns.
  - Move 2: **Alert Shrieking Dodge** (delay 0, cooldown 2). Self: 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Damage by 25% for 2 turns, 4 attacks. Highest damage opponent: bypass dodge, attack 1.5x.
  - Move 2: **Alert Shrieking Dodge** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 100% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks. Self: increase Armor by 50% for 2 turns, 4 attacks.
  - Move 3: **Afflicting Devouring Lockdown** (delay 0, cooldown 2). Highest damage opponent: destroy shields; bypass dodge, attack 1.75x, devour heal 40% over 3 turns; reduce all resistance by 50% for 2 turns, 4 attacks. Lowest HP opponent: reduce Healing by 50% for 2 turns, 4 attacks. Highest HP opponent: damage over time 20% per turn for 3 turns. Highest damage opponent: prevent swap for 1 turn.
  - Move 4: **Agile Dominance** (delay 1, cooldown 2, first priority). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 1 turn, 2 attacks; increase Crit Chance by 50% for 2 turns, 4 attacks. All opponents: bypass armor, bypass dodge, attack 2x.
  - Counter: **Counter Infected Bite** (delay 0, cooldown 0). Self: increase Crit Chance by 25% for 2 turns, 4 attacks. Attacker: bypass armor, attack 0.5x; reduce Damage by 50% for 2 turns, 4 attacks; reduce Healing by 25% for 2 turns.
  - Swap-in: **Safe Arrival** (delay 0, cooldown 0). Self: shield 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. Self: cannot swap for 2 turns.
  - On-escape: **Afflicting Lockdown on Escape** (delay 0, cooldown 0). Attacker: reduce all resistance by 100% for 1 turn, 2 attacks; prevent swap for 2 turns.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Carnotarkus** (Legendary, Wildcard): https://jwaedge.com/creatures/carnotarkus
  - Move 1: **Superiority Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
  - Move 3: **Long Protection** (delay 0, cooldown 3). Lowest HP opponent: attack 1x. Self: shield 50% for 4 turns, 4 attacks.
  - Move 4: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.
  - Counter: **Greater Rending Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Highest HP opponent: bypass armor, deal 33.41% of max HP as damage (rend).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Carnotaurus** (Rare, Wildcard): https://jwaedge.com/creatures/carnotaurus
  - Move 1: **Vulnerability Strike** (delay 0, cooldown 0). Highest HP opponent: attack 1x; vulnerable 50% for 1 turn, 2 attacks.
  - Move 2: **Taunting Shields** (delay 0, cooldown 1). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
  - Move 3: **Cleansing Impact** (delay 0, cooldown 2). Self: cleanse all negative effects. Lowest HP opponent: attack 1.5x.
  - Counter: **Greater Rending Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Highest HP opponent: bypass armor, deal 33.41% of max HP as damage (rend).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Ceramagnus** (Apex, Resilient): https://jwaedge.com/creatures/ceramagnus
  - Move 1: **Group Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge; remove cloak; remove speed increase; attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Imminent Stampede** (delay 0, cooldown 2, first priority). All allies: cleanse speed reduction; increase Speed by 50% for 2 turns. Self: increase Damage by 50% for 2 turns, 2 attacks.
  - Move 3: **Instant Charging Impact** (delay 1, cooldown 2, first priority). Highest damage opponent: attack 1.5x. Random opponent: stun 75% chance for 1 turn.
  - Move 4: **Precise Rampage** (delay 0, cooldown 1). Lowest HP opponent: bypass dodge, attack 2x.
  - Swap-in: **Swap in Stunning Strike** (delay 0, cooldown 0). Highest damage opponent: bypass armor, attack 1x; stun 66% chance for 1 turn. Self: cannot swap for 2 turns.
  - On-escape: **Stunning Obstruction** (delay 0, cooldown 0). Attacker: prevent swap for 2 turns. Fastest opponent: stun 100% chance for 1 turn. Attacker: attack 1x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Concatosaurus** (Unique, Fierce + Resilient): https://jwaedge.com/creatures/concatosaurus
  - Move 1: **Ferocious Resilient Strike** (delay 0, cooldown 0). Self: increase Damage by 10% for 2 turns, 4 attacks; remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Highest damage opponent: remove damage increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 1 turn, 1 attack.
  - Move 2: **Cleansing Group Shield** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks; increase Armor by 25% for 2 turns, 4 attacks. Self: taunt for 1 turn. All opponents: attack 1x.
  - Move 3: **Rampage Intervention** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; shield 25% for 2 turns, 4 attacks. Highest damage opponent: bypass armor, attack 2x.
  - Move 4: **Nullifying Group Impact** (delay 0, cooldown 2). Self: increase Armor by 25% for 2 turns, 4 attacks. All opponents: remove all positive effects; attack 1.5x.
  - Counter: **Ferocious Counter Healing Strike** (delay 0, cooldown 0). All allies: increase Damage by 15% for 1 turn, 1 attack. Self: cleanse damage reduction; heal 0.5x damage. Attacker: destroy shields; bypass dodge, attack 1x.
  - On-escape: **Lesser Heal on Escape** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Diloracheirus** (Unique, Cunning): https://jwaedge.com/creatures/diloracheirus
  - Move 1: **Dispersed Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
  - Move 2: **Group Vitalize** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 1x damage; cleanse all negative effects; increase Speed by 25% for 2 turns, 2 attacks.
  - Move 3: **Distracting Team Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction. All allies: heal 2x damage; cleanse all negative effects. Highest damage opponent: reduce Damage by 25% for 2 turns, 2 attacks.
  - Move 4: **Revenge Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 2x.
  - Move 4: **Revenge Cunning Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 2x.
  - Counter: **Darting Counter** (delay 0, cooldown 0). Attacker: attack 1x. Self: increase Speed by 20% for 1 turn.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Diloranosaurus** (Legendary, Cunning): https://jwaedge.com/creatures/diloranosaurus
  - Move 1: **Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
  - Move 2: **Cunning Impact** (delay 0, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
  - Move 3: **Lesser Group Heal** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 1x damage; cleanse all negative effects.
  - Move 4: **Greater Emergency Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage; cleanse all negative effects.
- **Diorajasaur** (Unique, Resilient): https://jwaedge.com/creatures/diorajasaur
  - Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Resilient Rampage** (delay 1, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
  - Move 3: **Secure Taunt** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: increase Armor by 20% for 2 turns, 2 attacks; taunt for 1 turn.
  - Move 4: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - Counter: **Raking Counter-Attack** (delay 0, cooldown 0). Attacker: remove cloak. Most positive effects opponent: remove dodge. Lowest HP opponent: bypass armor, attack 1x.
  - Swap-in: **Swap in Decelerating Strike** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns; attack 1x. Self: cannot swap for 2 turns.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Enteloceros** (Legendary, Fierce + Resilient): https://jwaedge.com/creatures/enteloceros
  - Move 1: **Superiority Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Mutual Fury** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 10% for 2 turns, 2 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack.
  - Move 3: **Dig in** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects; increase Speed by 10% for 2 turns; shield 50% for 1 turn, 8 attacks.
  - Move 4: **Group Revenge Shattering Rampage** (delay 1, cooldown 2). Highest HP opponent: destroy shields; bypass armor, attack 2x.
  - Move 4: **Group Revenge Shattering Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2). All opponents: destroy shields. Highest HP opponent: bypass armor, attack 2x.
  - Swap-in: **Swap in Slow** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Self: cannot swap for 1 turn.
- **Entelochops** (Epic, Fierce + Resilient): https://jwaedge.com/creatures/entelochops
  - Move 1: **Superiority Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Revenge Decelerating Impact** (delay 0, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 1.5x.
  - Move 2: **Revenge Decelerating Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.
  - Move 3: **Mutual Fury** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 10% for 2 turns, 2 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack.
  - Move 4: **Revenge Shattering Rampage** (delay 1, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 2x.
  - Move 4: **Revenge Shattering Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 2x.
  - Swap-in: **Swap in Slow** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Self: cannot swap for 1 turn.
- **Geminideus** (Apex, Resilient): https://jwaedge.com/creatures/geminideus
  - Move 1: **Slowing Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Attacker: remove cloak. Fastest opponent: remove speed increase; attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack. Fastest opponent: reduce Speed by 50% for 2 turns, 4 attacks.
  - Move 2: **Group Disarming Rampage** (delay 0, cooldown 2, first priority). All opponents: attack 2x; reduce Armor by 15% for 1 turn, 2 attacks; reduce Damage by 33% for 2 turns, 4 attacks; reduce Speed by 33% for 2 turns, 4 attacks. Highest HP opponent: reduce Healing by 33% for 2 turns.
  - Move 3: **Harden** (delay 0, cooldown 2). Highest HP opponent: attack 1.5x. All allies: increase Armor by 50% for 2 turns, 4 attacks. Self: cleanse all negative effects.
  - Move 4: **Shielding Alert Rampage** (delay 0, cooldown 2). All opponents: remove cloak; remove dodge; destroy shields. Self: shield 50% for 1 turn, 4 attacks. All opponents: bypass armor, attack 2x.
  - Move 4: **Shielding Alert Rampage** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). All opponents: remove cloak; remove dodge; destroy shields. All allies: shield 100% for 1 turn, 8 attacks. All opponents: bypass armor, attack 2x.
  - Counter: **Precise Group Counter** (delay 0, cooldown 0). All opponents: bypass dodge, attack 1x. Self: increase Armor by 10% for 2 turns, 4 attacks.
  - Swap-in: **Swap in Resilent Dominance** (delay 0, cooldown 0). Self: shield 75% for 2 turns, 2 attacks; increase Armor by 20% for 2 turns, 2 attacks. Highest HP opponent: reduce Armor by 20% for 2 turns, 2 attacks; destroy shields. Self: cannot swap for 2 turns.
  - On-escape: **Group Invincibility on Escape** (delay 0, cooldown 0). All allies: shield 100% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Geminititan** (Unique, Resilient): https://jwaedge.com/creatures/geminititan
  - Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
  - Move 3: **Definite Shield Advantage** (delay 0, cooldown 2). Most positive effects opponent: remove cloak; remove dodge. Lowest HP opponent: destroy shields. Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: bypass armor, attack 2x.
  - Move 4: **Group Instant Invincibility** (delay 1, cooldown 3, first priority). All allies: shield 100% for 2 turns, 1 attack.
  - Counter: **Distracting Counter** (delay 0, cooldown 0). Attacker: reduce Damage by 25% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Gorgotrebax** (Apex, Cunning): https://jwaedge.com/creatures/gorgotrebax
  - Move 1: **Group Accelerate Cunning Strike** (delay 0, cooldown 0). All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase. Lowest HP opponent: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 1x.
  - Move 2: **Cautious Impact** (delay 0, cooldown 1). Self: increase Speed by 10% for 1 turn; 75% chance to dodge 67% of damage for 1 turn, 1 attack. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks. Lowest HP opponent: bypass dodge, attack 1.5x.
  - Move 3: **Revenge Nullifying Rampage** (delay 0, cooldown 2). Most positive effects opponent: remove all positive effects; attack 2x.
  - Move 3: **Revenge Nullifying Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Most positive effects opponent: remove all positive effects. Highest damage opponent: attack 2x.
  - Move 4: **Revenge Group Disabling Impact** (delay 0, cooldown 2). All opponents: reduce Damage by 50% for 2 turns, 4 attacks; reduce Speed by 50% for 2 turns, 4 attacks; attack 1.5x.
  - Move 4: **Revenge Group Disabling Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks; reduce Speed by 50% for 2 turns, 4 attacks; attack 1.5x.
  - Counter: **Distracting Counter** (delay 0, cooldown 0). Attacker: reduce Damage by 25% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Gryganyth** (Apex, Fierce): https://jwaedge.com/creatures/gryganyth
  - Move 1: **Healing Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. Self: heal 0.5x damage.
  - Move 2: **Skewer** (delay 0, cooldown 2). All opponents: bypass armor, attack 1.5x. Highest damage opponent: stun 100% chance for 1 turn. Attacker: prevent swap for 1 turn.
  - Move 3: **Fierce Devouring Rampage** (delay 1, cooldown 1). Lowest HP opponent: destroy shields; bypass armor, attack 2x, devour heal 60% over 4 turns; remove taunt. Self: cleanse vulnerability.
  - Move 4: **Maximum Ferocity** (delay 0, cooldown 2, first priority). Self: increase Damage by 75% for 2 turns, 4 attacks; shield 50% for 2 turns, 2 attacks. Highest HP opponent: damage over time 40% per turn for 2 turns. Self: cleanse damage reduction; heal 1.5x damage.
  - Counter: **Greater Rending Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Highest HP opponent: bypass armor, deal 33.41% of max HP as damage (rend).
  - Swap-in: **Crushing Alert Showdown** (delay 0, cooldown 0). Highest damage opponent: stun 100% chance for 1 turn. Self: heal 100% of max HP. Highest damage opponent: heal 100% of max HP. Self: increase Speed by 10% for 2 turns; increase Crit Chance by 20% for 2 turns, 2 attacks; cannot swap for 2 turns. Attacker: prevent swap for 2 turns.
  - On-escape: **Reinforce on Escape** (delay 0, cooldown 0). Self: increase Armor by 25% for 2 turns, 4 attacks; shield 50% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Hydra Boa** (Apex, Cunning): https://jwaedge.com/creatures/hydra-boa
  - Move 1: **Instant Nullifying Strike** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1x.
  - Move 2: **Slippery Alert** (delay 0, cooldown 2). Self: cleanse all negative effects; 50% chance to dodge 66.7% of damage for 2 turns, 2 attacks; increase Crit Chance by 50% for 2 turns, 2 attacks. Most positive effects opponent: reduce all resistance by 33% for 2 turns, 4 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 2: **Slippery Alert** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). Self: cleanse all negative effects; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks; increase Crit Chance by 75% for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Precise Distracting Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass dodge, attack 1.5x; reduce Damage by 50% for 1 turn, 2 attacks.
  - Move 4: **Fabled Fangs** (delay 0, cooldown 3, first priority). Highest damage opponent: bypass dodge, attack 1.5x. Highest HP opponent: damage over time 40% per turn for 2 turns.
  - Counter: **Alert Deception** (delay 0, cooldown 0). Self: increase Damage by 15% for 2 turns, 2 attacks.
  - Counter: **Alert Deception** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 25% for 2 turns.
  - On-escape: **Constricting Rampage** (delay 0, cooldown 0). Attacker: attack 2x. Self: cleanse damage reduction; heal 1x damage.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Indolycan** (Apex, Cunning + Fierce): https://jwaedge.com/creatures/indolycan
  - Move 1: **Cautious Disarming Strike** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn, 1 attack; 75% chance to dodge 67% of damage for 1 turn, 1 attack. Highest HP opponent: reduce Damage by 50% for 1 turn, 1 attack. Lowest HP opponent: bypass dodge, attack 1x. Most positive effects opponent: reduce Armor by 30% for 2 turns, 4 attacks.
  - Move 2: **Distracting Devour Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks; attack 1.5x, devour heal 50% over 2 turns.
  - Move 3: **Howling Rampage** (delay 0, cooldown 2, first priority). All allies: increase Damage by 30% for 3 turns, 6 attacks; increase Speed by 25% for 3 turns, 6 attacks. All opponents: destroy shields; attack 2x.
  - Move 4: **Cloak of Rage** (delay 0, cooldown 3, last priority). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 25% for 2 turns, 4 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack. All allies: cloak: 75% chance to dodge 66.67%, next attack 2x for 2 turns, 1 attack. All opponents: reduce Armor by 100% for 2 turns, 4 attacks.
  - Swap-in: **Critical Ambush** (delay 0, cooldown 0, first priority). Self: increase Speed by 30% for 2 turns; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. Self: increase Crit Chance by 50% for 2 turns, 2 attacks; cannot swap for 2 turns.
  - On-escape: **Disarming Lockdown on Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn. Highest HP opponent: reduce Armor by 100% for 2 turns, 4 attacks.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Indoraptor Gen 2** (Legendary, Cunning): https://jwaedge.com/creatures/indoraptor-gen-2
  - Move 1: **Cautious Strike** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn; 75% chance to dodge 67% of damage for 1 turn, 1 attack. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Mutual Fury** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 10% for 2 turns, 2 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack.
  - Move 3: **Distracting Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks. Lowest HP opponent: attack 1.5x.
  - Move 4: **Evasive Stance** (delay 0, cooldown 3, first priority). Self: 75% chance to dodge 67% of damage for 3 turns, 4 attacks.
- **Indotaurus** (Unique, Fierce): https://jwaedge.com/creatures/indotaurus
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Intimidating Impact** (delay 0, cooldown 1). Lowest HP opponent: destroy shields. Highest HP opponent: bypass armor, attack 1.5x; vulnerable 50% for 1 turn, 2 attacks.
  - Move 3: **Cleansing Rampage** (delay 1, cooldown 2). Self: cleanse all negative effects. Highest HP opponent: attack 2x.
  - Move 4: **Revenge Taunting Cloak** (delay 0, cooldown 3, first priority). Self: cloak: 75% chance to dodge 66.67%, next attack 2x for 2 turns; taunt for 1 turn.
  - Move 4: **Revenge Taunting Cloak** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 3, first priority). Self: cloak: 75% chance to dodge 66.67%, next attack 2.5x for 2 turns; taunt for 1 turn.
  - Counter: **Greater Rending Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Highest HP opponent: bypass armor, deal 33.41% of max HP as damage (rend).
  - On-escape: **Pesky Alert** (delay 0, cooldown 0). Self: cloak: 75% chance to dodge 66.67%, next attack 2x for 2 turns.
  - On-escape: **Pesky Alert** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: cloak: 75% chance to dodge 66.67%, next attack 2.5x for 2 turns.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Inostherium** (Rare, Cunning): https://jwaedge.com/creatures/inostherium
  - Move 1: **Instant Distracting Strike** (delay 0, cooldown 0, first priority). Highest damage opponent: reduce Damage by 33% for 1 turn, 2 attacks; attack 1x.
  - Move 2: **Mutual Bloodthirst** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 100% for 1 turn, 2 attacks; increase Crit Chance by 50% for 2 turns. All opponents: increase Damage by 100% for 1 turn, 1 attack.
  - Move 3: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.
  - Move 4: **Distracting Revenge Blow** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks; attack 1.5x.
  - Move 4: **Distracting Revenge Blow** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 100% for 2 turns, 4 attacks; attack 2x.
- **Irritator** (Rare, Fierce): https://jwaedge.com/creatures/irritator
  - Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Ready to Crush** (delay 0, cooldown 2). All allies: cleanse crit reduction; cleanse damage reduction; increase Crit Chance by 30% for 4 turns, 2 attacks; increase Damage by 50% for 4 turns, 2 attacks.
  - Move 3: **Group Takedown** (delay 1, cooldown 2, first priority). All allies: remove damage reduction; cleanse crit reduction; increase Damage by 50% for 2 turns, 1 attack.
- **Marsupial Lion** (Rare, Fierce): https://jwaedge.com/creatures/marsupial-lion
  - Move 1: **Minor Rending Attack** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Highest HP opponent: bypass armor, deal 34% of max HP as damage (rend).
  - Move 2: **Devouring Takedown** (delay 1, cooldown 2). Highest HP opponent: destroy shields; bypass armor, attack 2x, devour heal 75% over 2 turns.
  - Move 3: **Prowl** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 1 turn, 2 attacks; increase Crit Chance by 50% for 3 turns, 2 attacks.
  - Counter: **Afflicting Counter Strike** (delay 0, cooldown 0). Attacker: reduce all resistance by 25% for 2 turns; attack 0.75x.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Megalania** (Omega, Cunning + Fierce): https://jwaedge.com/creatures/megalania
  - Move 1: **Degenerating Strike** (delay 0, cooldown 0). Lowest HP opponent: attack 1x; reduce all resistance by 20% for 3 turns, 6 attacks.
  - Move 2: **Devious Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass armor, attack 1.5x; reduce all resistance by 40% for 1 turn, 2 attacks. Highest HP opponent: damage over time 33.41% per turn for 3 turns. Lowest HP opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Overwhelming Impact** (delay 0, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 2 turns; reduce all resistance by 40% for 1 turn, 2 attacks; stun 75% chance for 1 turn; damage over time 20% per turn for 2 turns.
  - Move 4: **Lockdown Pressure** (delay 0, cooldown 2). Lowest HP opponent: reduce all resistance by 40% for 1 turn, 2 attacks; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 4 attacks; reduce Speed by 50% for 2 turns; prevent swap for 2 turns. Self: prevent swap for 2 turns.
  - Swap-in: **Minor Degenerating Swap in Strike** (delay 0, cooldown 0). Lowest HP opponent: attack 0.5x; reduce all resistance by 20% for 3 turns, 6 attacks.
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Monolorhino** (Unique, Wildcard): https://jwaedge.com/creatures/monolorhino
  - Move 1: **Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
  - Move 2: **Definite Impact** (delay 1, cooldown 1). Most positive effects opponent: remove cloak; remove dodge. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
  - Move 3: **Group Shield** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks.
  - Move 4: **Taunting Shields** (delay 0, cooldown 1). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
  - Swap-in: **Swap in Stunning Strike** (delay 0, cooldown 0). Highest damage opponent: bypass armor, attack 1x; stun 66% chance for 1 turn. Self: cannot swap for 2 turns.
- **Mortem Rex** (Apex, Fierce): https://jwaedge.com/creatures/mortem-rex
  - Move 1: **Alert Fatal Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields; bypass armor, attack 1x.
  - Move 1: **Alert Fatal Strike** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: cleanse all negative effects. Lowest HP opponent: destroy shields. Highest HP opponent: bypass armor, deal 60% of max HP as damage (rend).
  - Move 2: **Afflicting Lockdown Impact** (delay 0, cooldown 3). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x; reduce all resistance by 100% for 1 attack; prevent swap for 2 turns. Self: cannot swap for 2 turns.
  - Move 3: **Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability. Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
  - Move 4: **Roar** (delay 0, cooldown 2, first priority). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x. All allies: increase Damage by 50% for 3 turns, 2 attacks.
- **Olorotitan** (Omega, Fierce + Resilient): https://jwaedge.com/creatures/olorotitan
  - Move 1: **Protect the Herd** (delay 0, cooldown 0). All allies: 75% chance to dodge 66.7% of damage for 2 turns, 4 attacks; increase Armor by 25% for 2 turns; shield 25% for 2 turns, 4 attacks; cleanse damage over time. Lowest HP opponent: attack 1x.
  - Move 2: **Ferocious Assisted Rampage** (delay 0, cooldown 2). All allies: increase Damage by 25% for 2 turns, 4 attacks. All opponents: destroy shields; attack 2x.
  - Move 3: **Rampage Intervention** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; shield 25% for 2 turns, 4 attacks. Highest damage opponent: bypass armor, attack 2x.
  - Move 4: **Herd Sentinel** (delay 0, cooldown 3). All allies: heal 50% of max HP; cleanse all negative effects. All opponents: remove cloak; remove damage increase; reduce Speed by 50% for 2 turns, 4 attacks.
  - Counter: **Counter Vulnerability Strike** (delay 0, cooldown 0). Attacker: vulnerable 50% for 2 turns, 4 attacks; attack 1x.
  - On-escape: **Group Invincibility on Escape** (delay 0, cooldown 0). All allies: shield 100% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Pantherator** (Unique, Cunning): https://jwaedge.com/creatures/pantherator
  - Move 1: **Determined Strike** (delay 0, cooldown 0). Self: remove damage reduction; cleanse damage over time. Fastest opponent: remove speed increase. Highest damage opponent: remove crit increase; remove damage increase. Lowest HP opponent: bypass dodge, attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks.
  - Move 2: **Shredding Wound** (delay 1, cooldown 2). Highest damage opponent: deal 50% of max HP as damage (rend). Highest HP opponent: damage over time 40% per turn for 2 turns.
  - Move 3: **Evasive Hunt** (delay 0, cooldown 2, first priority). Self: increase Speed by 25% for 1 turn, 2 attacks; increase Damage by 50% for 2 turns, 4 attacks; 100% chance to dodge 100% of damage for 1 turn, 2 attacks.
  - Move 4: **Floating Dual Claw** (delay 1, cooldown 1). Self: 50% chance to dodge 67% of damage for 2 turns, 4 attacks. Most positive effects opponent: remove dodge. Highest damage opponent: attack 1x; attack 1x. Fastest opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Counter: **Piercing Counter Nullification** (delay 0, cooldown 0). Attacker: remove all positive effects; bypass armor, attack 0.666x.
  - Swap-in: **Swift Wounding Swap in** (delay 0, cooldown 0). Fastest opponent: bypass dodge, attack 1x; reduce Speed by 25% for 1 turn. Highest HP opponent: damage over time 15% per turn for 2 turns. Self: cannot swap for 2 turns.
  - On-escape: **Hunt on Escape** (delay 0, cooldown 0). Self: increase Speed by 25% for 1 turn, 2 attacks; increase Damage by 50% for 2 turns, 4 attacks; 100% chance to dodge 100% of damage for 1 turn, 2 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Parasauthops** (Unique, Cunning + Resilient): https://jwaedge.com/creatures/parasauthops
  - Move 1: **Dispersed Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
  - Move 2: **Alert Instant Heal** (delay 1, cooldown 2, first priority). Self: cleanse damage reduction. All allies: heal 1.5x damage; cleanse all negative effects.
  - Move 2: **Alert Instant Heal** [threatened version: used while its HP is ≤ 33%] (delay 1, cooldown 2, first priority). Self: cleanse damage reduction. All allies: heal 2x damage; cleanse all negative effects.
  - Move 3: **Greater Group Heal** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 2x damage; cleanse all negative effects.
  - Move 4: **Resilient Rampage Revenge** (delay 1, cooldown 1). Self: remove damage reduction. Fastest opponent: remove speed increase. Most positive effects opponent: remove cloak. Highest damage opponent: remove dodge. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
  - Move 4: **Resilient Rampage Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Self: remove damage reduction. All opponents: remove speed increase. Most positive effects opponent: remove cloak. All opponents: remove dodge. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Counter: **Counter Power Heal** (delay 0, cooldown 0). Self: heal 6% of max HP.
  - Swap-in: **Fierce Swap in Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. Self: cannot swap for 2 turns.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Poukandactylus** (Unique, Cunning + Fierce): https://jwaedge.com/creatures/poukandactylus
  - Move 1: **Sideflap** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 1 turn, 2 attacks; increase Speed by 10% for 2 turns; taunt for 1 turn.
  - Move 2: **Distracting Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks. Lowest HP opponent: attack 1.5x.
  - Move 3: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
  - Move 4: **Group Instant Distracting Vulnerability** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks; vulnerable 50% for 2 turns, 2 attacks.
  - Counter: **Defense Shattering Counter** (delay 0, cooldown 0). Attacker: destroy shields; bypass armor, attack 1x.
  - Swap-in: **Stuck Landing** (delay 0, cooldown 0). Self: 100% chance to dodge 100% of damage for 1 turn, 2 attacks; cannot swap for 2 turns.
  - On-escape: **Obstruction to Flight** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn. Self: cleanse all negative effects; increase Speed by 10% for 1 turn; increase Crit Chance by 25% for 2 turns, 1 attack.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Purutaurus** (Epic, Wildcard): https://jwaedge.com/creatures/purutaurus
  - Move 1: **Cleansing Strike** (delay 0, cooldown 0). Self: cleanse all negative effects. Lowest HP opponent: attack 1x.
  - Move 2: **Short Defense** (delay 0, cooldown 2). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 2 attacks.
  - Move 3: **Fierce Impact** (delay 0, cooldown 1). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
  - Move 4: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.
  - Counter: **Rending Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Highest HP opponent: bypass armor, deal 25% of max HP as damage (rend).
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Refrenantem** (Apex, Cunning): https://jwaedge.com/creatures/refrenantem
  - Move 1: **Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
  - Move 2: **Alert Nullification** (delay 0, cooldown 2, first priority). All opponents: remove all effects. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 2: **Alert Nullification** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). All opponents: remove all effects; reduce Damage by 75% for 2 turns, 4 attacks.
  - Move 3: **Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 2x.
  - Move 4: **Super Distraction** (delay 0, cooldown 3, first priority). Highest damage opponent: remove dodge. All opponents: attack 1.5x. Highest HP opponent: damage over time 25% per turn for 2 turns. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. All opponents: reduce Damage by 50% for 1 turn, 2 attacks.
  - Counter: **Alert Counter Distraction** (delay 0, cooldown 0). Attacker: reduce Damage by 10% for 2 turns, 4 attacks.
  - Counter: **Alert Counter Distraction** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Attacker: reduce Damage by 15% for 2 turns, 4 attacks.
  - Swap-in: **Swap in Distraction** (delay 0, cooldown 0). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks. Self: cannot swap for 2 turns.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Rexy** (Legendary, Fierce): https://jwaedge.com/creatures/rexy
  - Move 1: **Alert Fierce Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, attack 1x; remove taunt. Self: cleanse vulnerability.
  - Move 1: **Alert Fierce Strike** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). All opponents: destroy shields; bypass armor, attack 1x; remove taunt. Self: cleanse vulnerability.
  - Move 2: **Defense Shattering Revenge** (delay 0, cooldown 1). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x; remove taunt. Self: cleanse vulnerability.
  - Move 2: **Defense Shattering Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). All opponents: destroy shields; bypass armor, attack 1.5x; remove taunt. Self: cleanse vulnerability.
  - Move 3: **Dominant Roar** (delay 0, cooldown 2, first priority). All allies: increase Damage by 50% for 2 turns, 2 attacks. All opponents: attack 1x. All allies: increase Speed by 25% for 2 turns, 2 attacks.
  - Move 4: **Fierce Devouring Rampage** (delay 1, cooldown 1). Lowest HP opponent: destroy shields; bypass armor, attack 2x, devour heal 60% over 4 turns; remove taunt. Self: cleanse vulnerability.
  - Swap-in: **Slowing Swap in** (delay 0, cooldown 0). All opponents: reduce Speed by 100% for 2 turns.
  - On-escape: **Fierce Strike on Escape** (delay 0, cooldown 0). Self: cleanse vulnerability. Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 1x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Sah Panthera** (Apex, Wildcard): https://jwaedge.com/creatures/sah-panthera
  - Move 1: **Determined Strike** (delay 0, cooldown 0). Self: remove damage reduction; cleanse damage over time. Fastest opponent: remove speed increase. Highest damage opponent: remove crit increase; remove damage increase. Lowest HP opponent: bypass dodge, attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks.
  - Move 2: **Afflicting Trap** (delay 0, cooldown 2, first priority). Highest damage opponent: reduce all resistance by 100% for 1 turn, 1 attack; reduce Damage by 100% for 2 turns, 2 attacks; reduce Speed by 100% for 2 turns, 2 attacks. Attacker: prevent swap for 2 turns.
  - Move 3: **Resilient Group Rampage** (delay 1, cooldown 2). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 4: **Vengeful Double Strike** (delay 1, cooldown 2). Highest damage opponent: bypass dodge, attack 1x; bypass dodge, attack 1x. Self: 33% chance to dodge 66.7% of damage for 2 turns, 4 attacks; shield 33% for 2 turns, 4 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 4: **Vengeful Double Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2, first priority). Highest damage opponent: bypass dodge, attack 1.25x; bypass dodge, attack 1.25x. Self: 50% chance to dodge 67% of damage for 2 turns, 4 attacks; shield 50% for 2 turns, 4 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Counter: **Medium Nullifying Counter** (delay 0, cooldown 0). Attacker: remove all effects; attack 0.5x.
  - Swap-in: **Swap in Devour Strike** (delay 0, cooldown 0). All opponents: bypass dodge, attack 1x, devour heal 60% over 3 turns. Self: cannot swap for 2 turns.
  - On-escape: **Hunt on Escape** (delay 0, cooldown 0). Self: increase Speed by 25% for 1 turn, 2 attacks; increase Damage by 50% for 2 turns, 4 attacks; 100% chance to dodge 100% of damage for 1 turn, 2 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Sinraptor** (Omega, Cunning + Fierce): https://jwaedge.com/creatures/sinraptor
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Devious Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass armor, attack 1.5x; reduce all resistance by 40% for 1 turn, 2 attacks. Highest HP opponent: damage over time 33.41% per turn for 3 turns. Lowest HP opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Definite Impact** (delay 1, cooldown 1). Most positive effects opponent: remove cloak; remove dodge. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
  - Move 4: **Afflicting Vengeful Swoop** (delay 1, cooldown 2). Highest HP opponent: reduce all resistance by 50% for 2 turns, 4 attacks; damage over time 33% per turn for 2 turns. Self: cleanse all negative effects; swap out.
  - Move 4: **Afflicting Vengeful Swoop** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2, first priority). Highest HP opponent: destroy shields. Most positive effects opponent: reduce all resistance by 33% for 2 turns, 4 attacks. Highest HP opponent: attack 1x; damage over time 25% per turn for 2 turns.
  - Counter: **Wounding Counter** (delay 0, cooldown 0). Attacker: damage over time 33.41% per turn for 1 turn.
  - On-escape: **Afflicting Lockdown on Escape** (delay 0, cooldown 0). Attacker: reduce all resistance by 100% for 1 turn, 2 attacks; prevent swap for 2 turns.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Skoolasaurus** (Legendary, Cunning + Resilient): https://jwaedge.com/creatures/skoolasaurus
  - Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Tip the Scales** (delay 0, cooldown 1, first priority). All opponents: remove all effects. All allies: cleanse all negative effects. Most positive effects opponent: attack 1.5x.
  - Move 3: **Group Distracting Rampage** (delay 1, cooldown 2). All opponents: reduce Damage by 50% for 2 turns, 4 attacks; attack 2x.
  - Move 4: **Group Taunting Shields Strike** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
  - Counter: **Nullifying Counter** (delay 0, cooldown 0). Attacker: remove all effects.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Skoonasaurus** (Unique, Cunning + Resilient): https://jwaedge.com/creatures/skoonasaurus
  - Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
  - Move 3: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - Move 4: **Restricted Group Distraction** (delay 0, cooldown 1). All opponents: attack 1.5x; reduce Damage by 50% for 1 turn, 2 attacks.
  - Counter: **Decelerating Counter** (delay 0, cooldown 0). Attacker: reduce Speed by 50% for 1 turn, 1 attack. Lowest HP opponent: attack 1x.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Spinotahraptor** (Epic, Cunning + Fierce): https://jwaedge.com/creatures/spinotahraptor
  - Move 1: **Cunning Fierce Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Highest damage opponent: destroy shields; remove taunt; bypass armor, attack 1x; reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase.
  - Move 2: **Gashing Wound** (delay 0, cooldown 1). Highest HP opponent: attack 1x; damage over time 30% per turn for 2 turns.
  - Move 3: **Distracting Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks. Lowest HP opponent: attack 1.5x.
  - Move 4: **Cunning Impact** (delay 0, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1.5x.
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Spinotops** (Apex, Fierce + Resilient): https://jwaedge.com/creatures/spinotops
  - Move 1: **Instant Resilient Strike** (delay 0, cooldown 0, first priority). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Recuperating Brace** (delay 0, cooldown 1). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects; increase Armor by 50% for 2 turns, 4 attacks.
  - Move 3: **Alert Nullify Resilient Rampage** (delay 1, cooldown 2). Self: cleanse damage reduction. Highest damage opponent: remove cloak. Attacker: remove dodge. Highest damage opponent: remove speed increase; attack 2x; vulnerable 50% for 2 turns, 4 attacks.
  - Move 3: **Alert Nullify Resilient Rampage** [threatened version: used while its HP is ≤ 33%] (delay 1, cooldown 2). Self: cleanse all negative effects. Highest damage opponent: remove all positive effects; attack 2x; vulnerable 50% for 2 turns, 4 attacks. Self: swap out.
  - Move 4: **Group Ferocious Charge** (delay 0, cooldown 3). All allies: cleanse damage reduction; increase Speed by 25% for 3 turns, 6 attacks; increase Damage by 50% for 3 turns, 6 attacks; shield 50% for 3 turns, 6 attacks. All opponents: destroy shields; bypass armor, attack 1.5x.
  - Counter: **Minimal Empowering Counter** (delay 0, cooldown 0). Self: increase Armor by 10% for 2 turns, 4 attacks; increase Damage by 10% for 2 turns, 4 attacks.
  - Swap-in: **Swap in Laceration** (delay 0, cooldown 0). Highest damage opponent: destroy shields. Highest HP opponent: bypass armor, deal 40% of max HP as damage (rend). Self: cannot swap for 2 turns.
  - On-escape: **Alert Revivify on Escape** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 15% of max HP; cleanse all negative effects.
  - On-escape: **Alert Revivify on Escape** [threatened version: used while its HP is ≤ 33%] (delay 0, cooldown 0). Self: cleanse damage reduction; heal 50% of max HP; cleanse all negative effects; increase Damage by 50% for 2 turns, 4 attacks.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Suchotator** (Rare, Wildcard): https://jwaedge.com/creatures/suchotator
  - Move 1: **Superiority Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Lethal Wound** (delay 0, cooldown 2). Highest HP opponent: attack 1x; damage over time 33.41% per turn for 3 turns.
  - Move 3: **Nullifying Impact** (delay 0, cooldown 2). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1.5x.
  - Move 4: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.
- **Tenontorex** (Unique, Wildcard): https://jwaedge.com/creatures/tenontorex
  - Move 1: **Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Distracting Team Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction. All allies: heal 2x damage; cleanse all negative effects. Highest damage opponent: reduce Damage by 25% for 2 turns, 2 attacks.
  - Move 3: **Group Shattering Rampage** (delay 1, cooldown 2). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 2x.
  - Move 4: **Distracting Devour Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks; attack 1.5x, devour heal 50% over 2 turns.
- **Thoradolosaur** (Unique, Fierce): https://jwaedge.com/creatures/thoradolosaur
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Cleansing Group Destroyer** (delay 0, cooldown 1). Self: cleanse all negative effects. All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 1.5x.
  - Move 3: **Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability. Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
  - Move 4: **Instant Charge** (delay 1, cooldown 2, first priority). Highest damage opponent: attack 1x. Random opponent: stun 75% chance for 1 turn.
- **Thylaconyx** (Legendary, Fierce): https://jwaedge.com/creatures/thylaconyx
  - Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Crushing Prowl** (delay 0, cooldown 2, first priority). Self: cleanse all negative effects; increase Crit Chance by 75% for 2 turns, 2 attacks; 75% chance to dodge 67% of damage for 1 turn, 2 attacks. All allies: increase Damage by 50% for 4 turns, 2 attacks; cleanse damage reduction; cleanse crit reduction.
  - Move 3: **Devouring Wound** (delay 0, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 4 turns; damage over time 20% per turn for 2 turns.
  - Move 4: **Skirmish** (delay 1, cooldown 1). Self: cleanse vulnerability. All opponents: destroy shields; remove taunt; bypass armor, attack 2x.
  - Counter: **Defense Shattering Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x.
  - Swap-in: **Swap in Savagery** (delay 0, cooldown 0). Self: cannot swap for 2 turns. Highest HP opponent: deal 40% of max HP as damage (rend).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Thylacotator** (Epic, Wildcard): https://jwaedge.com/creatures/thylacotator
  - Move 1: **Superiority Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Deliberate Prowl** (delay 0, cooldown 0). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 1 turn, 2 attacks; increase Crit Chance by 50% for 3 turns, 2 attacks.
  - Move 3: **Rending Takedown** (delay 1, cooldown 1). Highest HP opponent: destroy shields; bypass armor, deal 60% of max HP as damage (rend).
  - Move 4: **Maiming Wound** (delay 0, cooldown 2). Highest HP opponent: attack 1x; damage over time 40% per turn for 2 turns.
  - Swap-in: **Swap in Distraction** (delay 0, cooldown 0). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks. Self: cannot swap for 2 turns.
- **Thylos Intrepidus** (Unique, Fierce): https://jwaedge.com/creatures/thylos-intrepidus
  - Move 1: **Minor Rending Lockdown** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, deal 34% of max HP as damage (rend). Attacker: prevent swap for 1 turn. Lowest HP opponent: reduce Damage by 50% for 1 turn, 2 attacks.
  - Move 2: **Crushing Prowl** (delay 0, cooldown 2, first priority). Self: cleanse all negative effects; increase Crit Chance by 75% for 2 turns, 2 attacks; 75% chance to dodge 67% of damage for 1 turn, 2 attacks. All allies: increase Damage by 50% for 4 turns, 2 attacks; cleanse damage reduction; cleanse crit reduction.
  - Move 3: **Wounding Devour Rampage** (delay 1, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, attack 2x, devour heal 60% over 4 turns; remove taunt; damage over time 20% per turn for 2 turns. Self: cleanse vulnerability.
  - Move 4: **Dual Rending Assault** (delay 0, cooldown 2). Highest HP opponent: destroy shields; bypass armor, deal 40% of max HP as damage (rend); bypass armor, deal 40% of max HP as damage (rend).
  - Swap-in: **Swap in Shattering Prowl** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, attack 1x. Self: increase Crit Chance by 50% for 2 turns, 2 attacks; increase Damage by 50% for 2 turns, 2 attacks; 75% chance to dodge 67% of damage for 1 turn, 2 attacks; cannot swap for 2 turns.
  - On-escape: **On Escape Reversal** (delay 0, cooldown 0). Self: heal 1x damage. Lowest HP opponent: bypass armor, attack 1x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Tragodistis** (Legendary, Resilient): https://jwaedge.com/creatures/tragodistis
  - Move 1: **Dispersed Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 50% for 2 turns; bypass dodge, attack 1x; vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Group Decelerating Impact** (delay 0, cooldown 1). All opponents: reduce Speed by 50% for 2 turns; attack 1.5x.
  - Move 3: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
  - Move 4: **Vitalize** (delay 0, cooldown 2). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage; cleanse all negative effects. Self: increase Speed by 30% for 2 turns.
  - Counter: **Medium Counter-Attack** (delay 0, cooldown 0). Attacker: attack 0.5x.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Troodoboa** (Unique, Wildcard): https://jwaedge.com/creatures/troodoboa
  - Move 1: **Instant Decelerating Precision** (delay 0, cooldown 0, first priority). Self: shield 50% for 1 turn, 4 attacks. Fastest opponent: reduce Speed by 50% for 3 turns, 3 attacks; bypass dodge, attack 1x.
  - Move 2: **Group Cleansing Fatal Strike** (delay 0, cooldown 3). All allies: cleanse all negative effects. Self: increase Damage by 50% for 3 turns, 6 attacks. Lowest HP opponent: attack 1x.
  - Move 3: **Precise Distracting Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass dodge, attack 1.5x; reduce Damage by 50% for 1 turn, 2 attacks.
  - Move 4: **Group Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase; attack 2x.
  - Counter: **Raking Counter-Attack** (delay 0, cooldown 0). Attacker: remove cloak. Most positive effects opponent: remove dodge. Lowest HP opponent: bypass armor, attack 1x.
  - On-escape: **Ferocious Shield on Escape** (delay 0, cooldown 0). Self: cleanse all negative effects; shield 100% for 1 turn, 2 attacks; increase Damage by 50% for 2 turns, 2 attacks.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Tryostronix** (Legendary, Fierce): https://jwaedge.com/creatures/tryostronix
  - Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Ready to Crush** (delay 0, cooldown 2). All allies: cleanse crit reduction; cleanse damage reduction; increase Crit Chance by 30% for 4 turns, 2 attacks; increase Damage by 50% for 4 turns, 2 attacks.
  - Move 3: **Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability. Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
  - Move 4: **Refresh** (delay 0, cooldown 2). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects; increase Speed by 10% for 2 turns.
- **Tuoramoloch** (Unique, Resilient): https://jwaedge.com/creatures/tuoramoloch
  - Move 1: **Healing Superiority Strike** (delay 0, cooldown 0). All allies: remove damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x. All allies: heal 1x damage.
  - Move 2: **Group Resilient Impact** (delay 0, cooldown 1). Self: remove damage reduction. All opponents: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 3: **Group Acceleration** (delay 0, cooldown 1, first priority). All allies: cleanse speed reduction; increase Speed by 50% for 3 turns, 3 attacks. Lowest HP opponent: attack 1.5x.
  - Move 4: **Shielded Greater Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction; heal 2x damage; cleanse all negative effects; shield 50% for 2 turns, 2 attacks.
- **Tyrannosaurus Rex** (Epic, Fierce): https://jwaedge.com/creatures/tyrannosaurus-rex
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Dispersed Fierce Impact** (delay 0, cooldown 1). Self: cleanse vulnerability. All opponents: destroy shields; remove taunt; bypass armor, attack 1.5x.
  - Move 3: **Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability. Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
  - Counter: **Counter Ferocity** (delay 0, cooldown 0). Self: increase Damage by 20% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Tyrannosaurus Rex Gen 2** (Rare, Fierce): https://jwaedge.com/creatures/tyrannosaurus-rex-gen-2
  - Move 1: **Fierce Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Defense Shattering Impact** (delay 0, cooldown 1). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
  - Move 3: **Armor Piercing Rampage** (delay 1, cooldown 1). Highest HP opponent: bypass armor, attack 2x.
