# 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 Dreadnoughtus 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: Dreadnoughtus

Bosses in this file:
- Dreadnoughtus (Rare, 1 community strategy): https://jwaedge.com/raids.md?boss=dreadnoughtus

## Dreadnoughtus

Rare raid boss · Thursday · Boss level 9 · 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=dreadnoughtus · This boss only: https://jwaedge.com/raids.md?boss=dreadnoughtus

### Dreadnoughtus: boss rounds

#### Round 1: HP 5,017 · Damage 370 · Speed 121 · Armor 10% · Crit 5% × 1.25
Resistances: Damage over time 90%, Damage reduction 50%, Rend 75%, Speed reduction 100%, Stun 90%, Taunt 50%, Vulnerability 10%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention.
- Move 1: **Dispersed Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 50% for 2 turns; bypass dodge, attack 1x; vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Group Invincibility** (delay 0, cooldown 0, first priority). All allies: shield 100% for 1 turn, 2 attacks. Self: taunt for 1 turn.
- Move 3: **Decelerating Rampage** (delay 1, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.

#### Round 2: HP 5,017 · Damage 370 · Speed 121 · Armor 10% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Group Taunting Shield Strike** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. All opponents: attack 1x.
- Move 2: **Dispersed Decelerating Impact** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1.5x.
- Move 3: **Group Shielding Rampage** (delay 0, cooldown 0). All allies: shield 50% for 2 turns, 4 attacks. Self: taunt for 1 turn. All opponents: attack 2x.

### Dreadnoughtus: community strategies (1)

Current moves of every creature used below: see "Team creature moves" at the end.

#### Strategy 1

By Stylish Groose · via JWA Rocks · written for game 2.18 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/DreadnoughtusRaid.png

Rounds: Round 1 = turn 1; Round 2 = turn 2.

Team (player slot, creature, minimum requirements):
- P1 Allosaurus: Level: 10
- P2 Baryonyx Gen 2: Level: 10
- P3 Carnotaurus: Level: 10
- P4 Tyrannosaurus Rex Gen 2: Level: 10

Turn by turn:
- Turn 1 (Round 1): Boss: Dispersed Superior Vulnerability | P1 Allosaurus: Fierce Impact | P2 Baryonyx Gen 2: Ready to Crush | P3 Carnotaurus: Cleansing Impact | P4 Tyrannosaurus Rex Gen 2: Defense Shattering Impact
- Turn 2 (Round 2): Boss: Group Taunting Shield Strike | P1 Allosaurus: Fierce Strike | P2 Baryonyx Gen 2: Defense Shattering Strike | P3 Carnotaurus: Vulnerability Strike | 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).

- **Allosaurus** (Common, Fierce): https://jwaedge.com/creatures/allosaurus
  - 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: **Fierce Impact** (delay 0, cooldown 1). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- **Baryonyx Gen 2** (Rare, Fierce): https://jwaedge.com/creatures/baryonyx-gen-2
  - 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: **Berserk Blighted Sundering Decimation** (delay 0, cooldown 3, last priority). Self: cleanse vulnerability; bypass armor, bypass dodge, deal 33.33% of max HP as damage (rend). All opponents: reduce Armor by 30% for 2 turns, 4 attacks; reduce Healing by 25% for 2 turns; destroy shields; bypass armor, attack 2.5x.
- **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.
- **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.
