# 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 Distortus Rex 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):
- Monday: rotating slot, one of Distortus Rex each week
- Thursday: rotating slot, one of Distortus Rex each week
- Saturday: rotating slot, one of Distortus Rex each week
- Sunday: rotating slot, one of Distortus Rex each week

Bosses in this file:
- Distortus Rex (Unique, 4 community strategies): https://jwaedge.com/raids.md?boss=distortus-rex

## 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

## 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).

- **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).
- **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.
- **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).
- **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).
- **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).
- **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.
