# 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 Albertospinos only; https://jwaedge.com/raids.md has every boss. 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):
- Thursday: rotating slot, one of Albertospinos each week

Bosses in this file:
- Albertospinos (Unique, 1 community strategy): https://jwaedge.com/raids.md?boss=albertospinos

## 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.

## 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).

- **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.
- **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.
- **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.
- **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.
