# 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 Carnotaurus 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):
- Wednesday: Carnotaurus

Bosses in this file:
- Carnotaurus (Rare, 2 community strategies): https://jwaedge.com/raids.md?boss=carnotaurus

## 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

## 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).

- **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.
- **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 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.
