# 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 Blue 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):
- Tuesday: Blue

Bosses in this file:
- Blue (Epic, 1 community strategy): https://jwaedge.com/raids.md?boss=blue

## 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.

## 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).

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