# 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 Ceramagnus 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: Ceramagnus

Bosses in this file:
- Ceramagnus (Apex, 2 community strategies): https://jwaedge.com/raids.md?boss=ceramagnus

## 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.

## 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).

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