# 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 Gorgotrebax 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: Gorgotrebax

Bosses in this file:
- Gorgotrebax (Apex, 6 community strategies): https://jwaedge.com/raids.md?boss=gorgotrebax

## Gorgotrebax

Apex raid boss · Wednesday · Boss level 30 · 4 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=gorgotrebax · This boss only: https://jwaedge.com/raids.md?boss=gorgotrebax

### Gorgotrebax: boss rounds

#### Round 1: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: Crit reduction 50%, Damage over time 80%, Damage reduction 75%, Rend 80%, Speed reduction 50%, Stun 100%, Vulnerability 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Instant Group Acceleration Strike** (delay 0, cooldown 0, first priority). All allies: increase Speed by 50% for 3 turns. Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 4 attacks; attack 1x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns.
- Move 2: **Revenge Random Distracting Impact** (delay 0, cooldown 0). Random opponent: attack 1.5x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 2: **Revenge Random Distracting Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: reduce Damage by 50% for 2 turns, 2 attacks. Lowest HP opponent: attack 1.5x.
- Move 3: **Revenge Cunning Rampage** (delay 0, cooldown 0). Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 4 attacks; attack 2x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Group Cunning Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 2x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.

#### Round 2: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 1.
- Move 1: **Instant Group Distraction** (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks.
- Move 2: **Revenge Nullifying Impact** (delay 0, cooldown 0). Most positive effects opponent: remove all effects; attack 1.5x.
- Move 2: **Revenge Aoenullifying Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove all effects; attack 1.5x.
- Move 3: **Revenge Group Thwarting Impact** (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1.5x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Group Thwarting Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 2x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 4: **Random Cautious Accelerated Impact** (delay 0, cooldown 0). Self: increase Speed by 50% for 2 turns; 75% chance to dodge 67% of damage for 1 turn, 4 attacks. Random opponent: bypass dodge, attack 1.5x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.

#### Round 3: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 2.
- Move 1: **Instant Group Distraction** (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks.
- Move 2: **Revenge Group Cunning Strike** (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 2: **Revenge Group Cunning Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1.5x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Nullifying Impact** (delay 0, cooldown 0). Most positive effects opponent: remove all effects; attack 1.5x.
- Move 3: **Revenge Aoenullifying Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove all effects; attack 1.5x.

#### Round 4: HP 19,751 · Damage 2,590 · Speed 123 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 3.
- Move 1: **Revenge Random Cautious Strike** (delay 0, cooldown 0). Self: increase Speed by 50% for 2 turns; 75% chance to dodge 67% of damage for 1 turn, 4 attacks. Random opponent: bypass dodge, attack 1x. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 1: **Revenge Random Cautious Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: increase Speed by 50% for 2 turns; 75% chance to dodge 67% of damage for 1 turn, 4 attacks. All opponents: bypass dodge, attack 1.5x; reduce Damage by 50% for 1 turn, 2 attacks.
- Move 2: **Revenge Nullifying Rampage** (delay 0, cooldown 0). Most positive effects opponent: remove all effects; attack 2x.
- Move 2: **Revenge Aoenullifying Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove all effects; attack 2x.

### Gorgotrebax: minions

#### Group Shattering Minion (level 29)
Round 1: HP 5,521 · Damage 1,331 · Speed 142 · Armor 0% · Crit 30% × 1.25
Resistances: Stun 100%. No resistance to: Crit reduction, Damage over time, Damage reduction, Rend, Speed reduction, Swap prevention, Taunt, Vulnerability, Armor reduction, Affliction, Healing reduction, Daze.
- Move 1: **Group Defense Shattering Strike** (delay 0, cooldown 0). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Group Ferocity** (delay 0, cooldown 2, first priority). All allies: remove damage reduction; cleanse crit reduction; increase Damage by 75% for 2 turns, 2 attacks; increase Crit Chance by 15% for 2 turns, 2 attacks.
- Move 3: **Group Shattering Impact** (delay 0, cooldown 1). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 1.5x.

#### Shield Minion (level 29)
Round 1: HP 6,685 · Damage 1,701 · Speed 121 · Armor 50% · Crit 5% × 1.25
Resistances: Damage reduction 50%, Vulnerability 100%. No resistance to: Crit reduction, Damage over time, Rend, Speed reduction, Stun, Swap prevention, Taunt, Armor reduction, Affliction, Healing reduction, Daze.
- 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: **Decelerating Rampage** (delay 1, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.
- Move 3: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.

### Gorgotrebax: community strategies (6)

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

#### Strategy 1

By mykarz13, SleeplessHunters · via JWA Rocks · written for game 2.12 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_1.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 21+
- P2 Enteloceros: Level: 16+
- P3 Thoradolosaur: Damage: 2977+; Speed: 3rd
- P4 Parasauthops: Level: 21+; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 3)
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 2)
- Turn 4 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 3)
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 7 (Round 4): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 8 (Round 4): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- The source allows Entelochops with more than 2,720 health or Indoraptor Gen 2 with more than 2,914 health in Enteloceros’s place. Check the corresponding moves when substituting.

#### Strategy 2

By SleeplessHunters, Zola25, Spinebreaker · via JWA Rocks · written for game 2.11 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_2.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Parasauthops: Level: 21+
- P2 Enteloceros: Level: 16+; Speed: 130+
- P3 Thoradolosaur: Damage: 3013+; Speed: 118+
- P4 Skoolasaurus: Level: 16+

Turn by turn:
- Turn 1 (Round 1): P1 Parasauthops: Dispersed Cunning Strike (move 1) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoolasaurus: Group Distraction (move 3) [not in its current moves]
- Turn 2 (Round 1): P1 Parasauthops: Alert Instant Heal (move 2) | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Tip the Scales (move 2)
- Turn 3 (Round 2): P1 Parasauthops: Alert Instant Heal (move 3) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoolasaurus: Resilient Strike
- Turn 4 (Round 2): P1 Parasauthops: Dispersed Cunning Strike (move 1) | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Resilient Strike
- Turn 5 (Round 3): P1 Parasauthops: Alert Instant Heal (move 2) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoolasaurus: Group Distraction (move 3) [not in its current moves]
- Turn 6 (Round 3): P1 Parasauthops: Dispersed Cunning Strike | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Group Taunting Shields Strike
- Turn 7 (Round 4): P1 Parasauthops: Alert Instant Heal (move 3) | P2 Enteloceros: Mutual Fury (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoolasaurus: Resilient Strike
- Turn 8 (Round 4): P1 Parasauthops: Resilient Rampage Revenge (move 4) | P2 Enteloceros: Superiority Strike or Revenge Shattering Rampage (1 if Para survives; 4 if knocked out) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoolasaurus: Tip the Scales (move 2)

Notes:
- Alternative requirements: Parasauthops 23 / Enteloceros 16 / Thor damage 2,973+; Parasauthops 21 / Enteloceros 16 / Thor 3,031+; or Parasauthops 21 / Enteloceros 20 / Thor 2,973+.
- Enteloceros’s last move depends on whether Parasauthops survives turn 7; consult the two illustrated alternatives below.

#### Strategy 3

By SleeplessHunters · via JWA Rocks · written for game 2.12 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_3.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 21+; Damage: 1950+; Speed: 1st or 2nd
- P2 Indoraptor Gen 2: Level: 21+; Speed: 1st or 2nd
- P3 Thoradolosaur: Damage: 2972+; Speed: 121-127
- P4 Parasauthops: Level: 21+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Distracting Impact | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Distracting Impact | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 7 (Round 4): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Mutual Fury | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike
- Turn 8 (Round 4): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- The opening turn can fail when a boss critical hit combines with a minion attack, or when a ferocity-boosted boss crit and Doedicurus’s Resilient Strike occur together.

#### Strategy 4

By Amber · via JWA Rocks · written for game 2.11 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax8steps2.jpg

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 4; Round 3 = turns 5 to 6; Round 4 = turns 7 to 8.

Team (player slot, creature, minimum requirements):
- P1 Indoraptor Gen 2: Level: 21
- P2 Thoradolosaur: Damage: 2972; Speed: 117+, 2nd
- P3 Ceramagnus: Level: 26
- P4 Parasauthops: Level: 21

Turn by turn:
- Turn 1 (Round 1): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Group Acceleration (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 2 (Round 1): P1 Indoraptor Gen 2: Distracting Impact (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Group Resilient Strike | P4 Parasauthops: Alert Instant Heal (move 2)
- Turn 3 (Round 2): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Resilient Strike (move 1) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 4 (Round 2): P1 Indoraptor Gen 2: Cautious Strike (move 1) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Resilient Strike (move 1) [not in its current moves] | P4 Parasauthops: Greater Group Heal (move 3)
- Turn 5 (Round 3): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Group Acceleration [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 6 (Round 3): P1 Indoraptor Gen 2: Distracting Impact (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Resilient Strike (move 1) [not in its current moves] | P4 Parasauthops: Alert Instant Heal (move 2)
- Turn 7 (Round 4): P1 Indoraptor Gen 2: Mutual Fury (move 2) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Ceramagnus: Precise Rampage (move 4) | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 8 (Round 4): P1 Indoraptor Gen 2: Cautious Strike | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Ceramagnus: Group Acceleration (move 2) [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge (move 4)

Notes:
- For the worst case where Parasauthops is knocked out on turn 7: Ceramagnus level 26 / 27 / 28 pairs with Thoradolosaur damage 3,065 / 3,010 / 2,972 respectively.
- In the final round, follow the attacking sequence rather than adding a heal.

#### Strategy 5

By Yorkshiresaurus, RaptorJoe · via JWA Rocks · written for game 3.3 · 4 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_5.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3; Round 4 = turn 4.

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level 21+
- P2 Thylos Intrepidus: Level 21+
- P3 Rexy: Damage 2,400+; Speed 124+
- P4 Mortem Rex: Damage 3,200+; Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Rexy: Dominant Roar | P4 Mortem Rex: Roar
- Turn 2 (Round 2): P1 Thylos Intrepidus: Dual Rending Assault | P2 Thylos Intrepidus: Crushing Prowl | P3 Rexy: Fierce Devouring Rampage | P4 Mortem Rex: Alert Fatal Strike
- Turn 3 (Round 3): P1 Thylos Intrepidus: Crushing Prowl | P2 Thylos Intrepidus: Dual Rending Assault | P3 Rexy: Alert Fierce Strike | P4 Mortem Rex: Alert Fatal Strike
- Turn 4 (Round 4): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Rexy: Dominant Roar | P4 Mortem Rex: Roar

Notes:
- This edition revises the original plan for Mortem Rex’s move update.

#### Strategy 6

By Ken, Team Chaos Theory, RaptorJoe, Dinomight50 · via JWA Rocks · written for game 3.1 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Gorgotrebax_raid_6.png

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3; Round 4 = turns 4 to 5.

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level 21+; Speed below 147
- P2 Rexy: Health 4,000+ preferred; Damage 2,850+; Speed 124+
- P3 Mortem Rex: Damage 3,000+; Slower than Rexy; Highest damage
- P4 Thylos Intrepidus: Level 21+; Speed below 147
  - Or Rexy: Damage 2,500+; Faster than Thylos (own turn plan below)
  - Or Indolycan: Level 26+ (own turn plan below)
  - Or Indoraptor Gen 2: Level 16+ (own turn plan below)

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Rexy: Dominant Roar | P3 Mortem Rex: Roar | P4 Thylos Intrepidus: Minor Rending Lockdown
- Turn 2 (Round 2): P1 Thylos Intrepidus: Crushing Prowl | P2 Rexy: Alert Fierce Strike | P3 Mortem Rex: Fierce Rampage | P4 Thylos Intrepidus: Dual Rending Assault
- Turn 3 (Round 3): P1 Thylos Intrepidus: Dual Rending Assault | P2 Rexy: Alert Fierce Strike | P3 Mortem Rex: Alert Fatal Strike | P4 Thylos Intrepidus: Crushing Prowl
- Turn 4 (Round 4): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Rexy: Dominant Roar | P3 Mortem Rex: Roar | P4 Thylos Intrepidus: Minor Rending Lockdown
- Turn 5 (Round 4): P1 Thylos Intrepidus: no move listed | P2 Rexy: Fierce Devouring Rampage | P3 Mortem Rex: no move listed | P4 Thylos Intrepidus: no move listed
- If P4 is Rexy: T1 Defense Shattering Revenge | T2 Dominant Roar | T3 Alert Fierce Strike | T4 Fierce Devouring Rampage | T5 no move listed
- If P4 is Indolycan: T1 Cautious Disarming Strike | T2 Cloak of Rage | T3 Cautious Disarming Strike | T4 Evasive Ferocious Rampage [not in its current moves] | T5 no move listed
- If P4 is Indoraptor Gen 2: T1 Cautious Strike | T2 Mutual Fury | T3 Cautious Strike | T4 Mutual Fury | T5 no move listed

Notes:
- Choose one of the four options for player 4; keep the first three players unchanged.
- Mortem Rex must have the highest damage. A fifth turn may be needed; the extra Rexy move is included.

## 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).

- **Ceramagnus** (Apex, Resilient): https://jwaedge.com/creatures/ceramagnus
  - Move 1: **Group Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge; remove cloak; remove speed increase; attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Move 2: **Imminent Stampede** (delay 0, cooldown 2, first priority). All allies: cleanse speed reduction; increase Speed by 50% for 2 turns. Self: increase Damage by 50% for 2 turns, 2 attacks.
  - Move 3: **Instant Charging Impact** (delay 1, cooldown 2, first priority). Highest damage opponent: attack 1.5x. Random opponent: stun 75% chance for 1 turn.
  - Move 4: **Precise Rampage** (delay 0, cooldown 1). Lowest HP opponent: bypass dodge, attack 2x.
  - Swap-in: **Swap in Stunning Strike** (delay 0, cooldown 0). Highest damage opponent: bypass armor, attack 1x; stun 66% chance for 1 turn. Self: cannot swap for 2 turns.
  - On-escape: **Stunning Obstruction** (delay 0, cooldown 0). Attacker: prevent swap for 2 turns. Fastest opponent: stun 100% chance for 1 turn. Attacker: attack 1x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Enteloceros** (Legendary, Fierce + Resilient): https://jwaedge.com/creatures/enteloceros
  - Move 1: **Superiority Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Mutual Fury** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 10% for 2 turns, 2 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack.
  - Move 3: **Dig in** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects; increase Speed by 10% for 2 turns; shield 50% for 1 turn, 8 attacks.
  - Move 4: **Group Revenge Shattering Rampage** (delay 1, cooldown 2). Highest HP opponent: destroy shields; bypass armor, attack 2x.
  - Move 4: **Group Revenge Shattering Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2). All opponents: destroy shields. Highest HP opponent: bypass armor, attack 2x.
  - Swap-in: **Swap in Slow** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Self: cannot swap for 1 turn.
- **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).
- **Indoraptor Gen 2** (Legendary, Cunning): https://jwaedge.com/creatures/indoraptor-gen-2
  - Move 1: **Cautious Strike** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn; 75% chance to dodge 67% of damage for 1 turn, 1 attack. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Mutual Fury** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 10% for 2 turns, 2 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack.
  - Move 3: **Distracting Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks. Lowest HP opponent: attack 1.5x.
  - Move 4: **Evasive Stance** (delay 0, cooldown 3, first priority). Self: 75% chance to dodge 67% of damage for 3 turns, 4 attacks.
- **Mortem Rex** (Apex, Fierce): https://jwaedge.com/creatures/mortem-rex
  - Move 1: **Alert Fatal Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields; bypass armor, attack 1x.
  - Move 1: **Alert Fatal Strike** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: cleanse all negative effects. Lowest HP opponent: destroy shields. Highest HP opponent: bypass armor, deal 60% of max HP as damage (rend).
  - Move 2: **Afflicting Lockdown Impact** (delay 0, cooldown 3). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x; reduce all resistance by 100% for 1 attack; prevent swap for 2 turns. Self: cannot swap for 2 turns.
  - 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: **Roar** (delay 0, cooldown 2, first priority). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x. All allies: increase Damage by 50% for 3 turns, 2 attacks.
- **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.
- **Rexy** (Legendary, Fierce): https://jwaedge.com/creatures/rexy
  - Move 1: **Alert Fierce Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, attack 1x; remove taunt. Self: cleanse vulnerability.
  - Move 1: **Alert Fierce Strike** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). All opponents: destroy shields; bypass armor, attack 1x; remove taunt. Self: cleanse vulnerability.
  - Move 2: **Defense Shattering Revenge** (delay 0, cooldown 1). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x; remove taunt. Self: cleanse vulnerability.
  - Move 2: **Defense Shattering Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). All opponents: destroy shields; bypass armor, attack 1.5x; remove taunt. Self: cleanse vulnerability.
  - Move 3: **Dominant Roar** (delay 0, cooldown 2, first priority). All allies: increase Damage by 50% for 2 turns, 2 attacks. All opponents: attack 1x. All allies: increase Speed by 25% for 2 turns, 2 attacks.
  - Move 4: **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.
  - Swap-in: **Slowing Swap in** (delay 0, cooldown 0). All opponents: reduce Speed by 100% for 2 turns.
  - On-escape: **Fierce Strike on Escape** (delay 0, cooldown 0). Self: cleanse vulnerability. Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 1x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **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.
- **Thylos Intrepidus** (Unique, Fierce): https://jwaedge.com/creatures/thylos-intrepidus
  - Move 1: **Minor Rending Lockdown** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, deal 34% of max HP as damage (rend). Attacker: prevent swap for 1 turn. Lowest HP opponent: reduce Damage by 50% for 1 turn, 2 attacks.
  - Move 2: **Crushing Prowl** (delay 0, cooldown 2, first priority). Self: cleanse all negative effects; increase Crit Chance by 75% for 2 turns, 2 attacks; 75% chance to dodge 67% of damage for 1 turn, 2 attacks. All allies: increase Damage by 50% for 4 turns, 2 attacks; cleanse damage reduction; cleanse crit reduction.
  - Move 3: **Wounding Devour Rampage** (delay 1, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, attack 2x, devour heal 60% over 4 turns; remove taunt; damage over time 20% per turn for 2 turns. Self: cleanse vulnerability.
  - Move 4: **Dual Rending Assault** (delay 0, cooldown 2). Highest HP opponent: destroy shields; bypass armor, deal 40% of max HP as damage (rend); bypass armor, deal 40% of max HP as damage (rend).
  - Swap-in: **Swap in Shattering Prowl** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, attack 1x. Self: increase Crit Chance by 50% for 2 turns, 2 attacks; increase Damage by 50% for 2 turns, 2 attacks; 75% chance to dodge 67% of damage for 1 turn, 2 attacks; cannot swap for 2 turns.
  - On-escape: **On Escape Reversal** (delay 0, cooldown 0). Self: heal 1x damage. Lowest HP opponent: bypass armor, attack 1x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **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.
