# 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 Haast Maximus 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: Haast Maximus

Bosses in this file:
- Haast Maximus (Apex, 4 community strategies): https://jwaedge.com/raids.md?boss=haast-maximus

## Haast Maximus

Apex raid boss · Thursday · 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=haast-maximus · This boss only: https://jwaedge.com/raids.md?boss=haast-maximus

### Haast Maximus: boss rounds

#### Round 1: HP 18,718 · Damage 2,461 · Speed 129 · Armor 0% · Crit 35% × 1.25
Resistances: Crit reduction 50%, Damage over time 80%, Damage reduction 50%, Rend 80%, Speed reduction 25%, Stun 80%, Vulnerability 30%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
- Move 2: **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 3: **Evasive Rampage** (delay 1, cooldown 2). Self: 75% chance to dodge 67% of damage for 2 turns, 4 attacks. Lowest HP opponent: attack 2x.
- Counter: **Rocket Alert** (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Counter: **Rocket Alert** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 18,718 · Damage 2,461 · Speed 129 · Armor 0% · Crit 35% × 1.25
Resistances: same as round 1.
- Move 1: **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 2: **Piercing Screech** (delay 0, cooldown 3, first priority). All allies: cleanse all negative effects. Self: increase Speed by 10% for 1 turn. All allies: increase Crit Chance by 20% for 2 turns, 4 attacks. All opponents: reduce Damage by 50% for 2 turns, 4 attacks; reduce Armor by 20% for 2 turns, 4 attacks.
- Move 3: **Ravenous Rampage** (delay 1, cooldown 2, first priority). Highest damage opponent: remove dodge. Most positive effects opponent: remove cloak. Highest HP opponent: attack 2.5x.
- Move 4: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
- Counter: **Rocket Alert** (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Counter: **Rocket Alert** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 18,718 · Damage 2,461 · Speed 129 · Armor 0% · Crit 35% × 1.25
Resistances: same as round 2.
- Move 1: **Ravenous Rampage** (delay 1, cooldown 2, first priority). Highest damage opponent: remove dodge. Most positive effects opponent: remove cloak. Highest HP opponent: attack 2.5x.
- Move 2: **Piercing Screech** (delay 0, cooldown 3, first priority). All allies: cleanse all negative effects. Self: increase Speed by 10% for 1 turn. All allies: increase Crit Chance by 20% for 2 turns, 4 attacks. All opponents: reduce Damage by 50% for 2 turns, 4 attacks; reduce Armor by 20% for 2 turns, 4 attacks.
- 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: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
- Counter: **Rocket Alert** (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Counter: **Rocket Alert** [threatened version: used while its HP is ≥ 50%] (delay 0, cooldown 0). Self: cleanse speed reduction. All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: increase Crit Chance by 20% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Haast Maximus: minions

#### Shield Minion (level 29)
Round 1: HP 6,806 · Damage 1,562 · Speed 127 · 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.

#### Damage Increase Minion (level 29)
Round 1: HP 7,553 · Damage 1,528 · Speed 126 · Armor 0% · Crit 30% × 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: **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.

### Haast Maximus: community strategies (4)

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

#### Strategy 1

By sp0nge · via JWA Rocks · written for game 2.18 · 9 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HaastMax_raid_1.png · Video: https://youtu.be/3fRdJmyhvig

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level: 26+; Speed: 1ST
- P2 Mortem Rex: Damage 2,800+; Second fastest
- P3 Skoonasaurus: Damage: 1500+; Speed: 3RD
- P4 Diorajasaur: Level: 21+; Speed: 4TH

Turn by turn:
- Turn 1 (Round 1): Boss: Fearless Flap | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Roar (move 3) | P3 Skoonasaurus: Group Decelerating Rampage (move 2) | P4 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves]
- Turn 2 (Round 1): Boss: Group Cunning Impact | P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Mortem Rex: Alert Fatal Strike (move 1) | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 3 (Round 1): Boss: Evasive Rampage | P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Skoonasaurus: Resilient Strike (move 1) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 4 (Round 2): Boss: Group Cunning Impact | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Roar (move 3) | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves]
- Turn 5 (Round 2): Boss: Piercing Screech | P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P3 Skoonasaurus: Group Decelerating Rampage (move 2) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 6 (Round 2): Boss: Ravenous Rampage | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Skoonasaurus: Instant Invincibility Taunt (move 3) | P4 Diorajasaur: Resilient Rampage (move 2)
- Turn 7 (Round 3): Boss: Ravenous Rampage | P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Mortem Rex: Roar | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 8 (Round 3): Boss: Piercing Screech | P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P3 Skoonasaurus: Group Decelerating Rampage (move 2) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 9 (Round 3): Boss: Group Cunning Impact | P1 Tuoramoloch: Group Acceleration (move 3) | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Skoonasaurus: Restricted Group Distraction (move 4) | P4 Diorajasaur: Resilient Rampage (move 2)

#### Strategy 2

By SleeplessHunters · via JWA Rocks · written for game 2.9 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HaastMax3.png · Video: https://youtu.be/9KSwTG8u6Bg

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: Level: 28+
- P2 Thoradolosaur: Damage: 2440+
- P3 Thoradolosaur: Damage: 2440+
- P4 Ankyntrosaurus: Level: 16+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | 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 Ankyntrosaurus: Group Taunting Shields Strike (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Ankyntrosaurus: Instant Invincibility Taunt (move 3)
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Ankyntrosaurus: Payback Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Ankyntrosaurus: no move listed
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Ankyntrosaurus: no move listed

Notes:
- The two Thoradolosaurs need at least 4,880 combined damage.
- Check this damage balance: Tuoramoloch + 7 × (Thor A + Thor B) ÷ 2 ≥ 18,718.
- The source also permits a Thoradolosaur with 2,900+ damage paired with Mortem Rex at 3,200+ damage; confirm the replacement’s corresponding moves.

#### Strategy 3

By JurricaneYT · via JWA Rocks · written for game 2.15 · 7 turns over 3 rounds. Original: https://jwa.rocks/images/raids/haast_max_double_carry.jpg · Video: https://youtu.be/9KSwTG8u6Bg

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

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 2k
- P2 Thoradolosaur: Damage: 3k
- P3 Thylaconyx: Level: 16
- P4 Ankyntrosaurus: Level: 16

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thylaconyx: Crushing Prowl | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Thoradolosaur: Fierce Strike | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Dispersed Superior Vulnerability
- Turn 3 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Instant Invincibility Taunt
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thylaconyx: Crushing Prowl | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 5 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Payback Rampage
- Turn 6 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Thylaconyx: Devouring Wound | P4 Ankyntrosaurus: Instant Invincibility Taunt
- Turn 7 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Thylaconyx: Crushing Prowl | P4 Ankyntrosaurus: no move listed

#### Strategy 4

By SleeplessHunters, forkst · via JWA Rocks · written for game 2.13 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HaastMax4.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: Level: 30; Damage: base; Speed: 1 st / 2nd
- P2 Thoradolosaur: Health: 5606; Damage: 3k; Speed: 3rd / 4th
- P3 Irritator: Level: 15; Speed: 1st / 2nd
- P4 Ankyntrosaurus: Level: 16; Speed: any

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Irritator: Ready to Crush | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Irritator: Defense Shattering Strike | P4 Ankyntrosaurus: Instant Invincibility Taunt
- Turn 3 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Irritator: Group Takedown | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Fierce Rampage | P3 Irritator: Ready to Crush | P4 Ankyntrosaurus: Payback Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Irritator: Defense Shattering Strike | P4 Ankyntrosaurus: Group Taunting Shields Strike
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Irritator: Group Takedown | P4 Ankyntrosaurus: no move listed

Notes:
- Ankyntrosaurus may be knocked out at the start of round 3; continue the plan.
- Lower Tuoramoloch requirements depend on critical hits. The source’s level-13 Irritator alternative was not tested by its editor.

## 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).

- **Ankyntrosaurus** (Legendary, Resilient): https://jwaedge.com/creatures/ankyntrosaurus
  - 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 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.
  - Move 3: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - Move 4: **Payback Rampage** (delay 0, cooldown 2, last priority). Highest HP opponent: attack 2.5x. Self: increase Armor by 50% for 2 turns, 4 attacks; cleanse damage reduction; heal 1x damage; cannot swap for 1 turn.
  - Counter: **Medium Resilient Counter-Attack** (delay 0, cooldown 0). Self: cleanse damage reduction. Attacker: remove cloak. Fastest opponent: remove dodge. Attacker: attack 0.5x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Diorajasaur** (Unique, Resilient): https://jwaedge.com/creatures/diorajasaur
  - 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: **Resilient Rampage** (delay 1, cooldown 1). Self: remove damage reduction. Fastest opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Lowest HP opponent: attack 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
  - Move 3: **Secure Taunt** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: increase Armor by 20% for 2 turns, 2 attacks; taunt for 1 turn.
  - Move 4: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - Counter: **Raking Counter-Attack** (delay 0, cooldown 0). Attacker: remove cloak. Most positive effects opponent: remove dodge. Lowest HP opponent: bypass armor, attack 1x.
  - Swap-in: **Swap in Decelerating Strike** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns; attack 1x. Self: cannot swap for 2 turns.
  - 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.
- **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.
- **Skoonasaurus** (Unique, Cunning + Resilient): https://jwaedge.com/creatures/skoonasaurus
  - 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: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
  - Move 3: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - Move 4: **Restricted Group Distraction** (delay 0, cooldown 1). All opponents: attack 1.5x; reduce Damage by 50% for 1 turn, 2 attacks.
  - 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.
- **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.
- **Thylaconyx** (Legendary, Fierce): https://jwaedge.com/creatures/thylaconyx
  - 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: **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: **Devouring Wound** (delay 0, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 4 turns; damage over time 20% per turn for 2 turns.
  - Move 4: **Skirmish** (delay 1, cooldown 1). Self: cleanse vulnerability. All opponents: destroy shields; remove taunt; bypass armor, attack 2x.
  - Counter: **Defense Shattering Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x.
  - Swap-in: **Swap in Savagery** (delay 0, cooldown 0). Self: cannot swap for 2 turns. Highest HP opponent: deal 40% of max HP as damage (rend).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **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.
