# 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 Hadros Lux 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):
- Friday: Hadros Lux

Bosses in this file:
- Hadros Lux (Apex, 9 community strategies): https://jwaedge.com/raids.md?boss=hadros-lux

## Hadros Lux

Apex raid boss · Friday · 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=hadros-lux · This boss only: https://jwaedge.com/raids.md?boss=hadros-lux

### Hadros Lux: boss rounds

#### Round 1: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Stun 100%, Vulnerability 50%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt.
- Move 1: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
- Move 2: **Greater Emergency Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage; cleanse all negative effects.
- Move 3: **Resilient Impact** (delay 0, 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 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- 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.

#### Round 2: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.
- 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: **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.
- 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.

#### Round 3: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: same as round 2.
- Move 1: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
- 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: **Rampage** (delay 0, cooldown 1). Lowest HP opponent: attack 2x.
- 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.

#### Round 4: HP 25,069 · Damage 1,671 · Speed 106 · Armor 20% · Crit 5% × 1.25
Resistances: same as round 3.
- Move 1: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.
- 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: **Rampage** (delay 0, cooldown 1). Lowest HP opponent: attack 2x.
- 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.

### Hadros Lux: minions

#### Group Shattering Minion (level 30)
Round 1: HP 6,016 · Damage 1,519 · Speed 132 · 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.

#### Shattering Minion (level 30)
Round 1: HP 8,204 · Damage 2,658 · Speed 103 · Armor 0% · Crit 20% × 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: **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: **Defense Shattering Rampage** (delay 1, cooldown 1). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.

### Hadros Lux: community strategies (9)

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

#### Strategy 1

By Rexsalamanca · via JWA Rocks · written for game 2.10 · 12 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLux5.png · Video: https://youtu.be/YGnide356oQ

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9; Round 4 = turns 10 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 1400; Faster than Tryo
- P2 Tryostronix: Level: 22; Faster than Thor
- P3 Thoradolosaur: Damage: 2200; Faster than Gem
- P4 Geminititan: Level: 21

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Resilient Strike (move 1)
- Turn 3 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Definite Shield Advantage
- Turn 6 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Geminititan: Resilient Strike (move 1)
- Turn 7 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 8 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 9 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Geminititan: Definite Shield Advantage (move 3)
- Turn 10 (Round 4): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 11 (Round 4): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Tryostronix: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Geminititan: Resilient Strike (move 1)
- Turn 12 (Round 4): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Tryostronix: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Geminititan: Definite Shield Advantage (move 3)

Notes:
- The original strategist is unnamed; Rexsalamanca recorded this plan.

#### Strategy 2

By fbwilson16, Dino Tyme Empire · via JWA Rocks · written for game 2.9 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLuxLion.png

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

Team (player slot, creature, minimum requirements):
- P1 Thoradolosaur: Damage 1,860+; Faster than Marsupial Lion
- P2 Marsupial Lion: Level 10; Slowest
- P3 Tuoramoloch: Level 26; Health 4,200+; Fastest
- P4 Irritator: Level 15; Second fastest

Turn by turn:
- Turn 1 (Round 1): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Group Acceleration | P4 Irritator: Ready to Crush
- Turn 2 (Round 1): P1 Thoradolosaur: Fierce Rampage | P2 Marsupial Lion: Devouring Takedown | P3 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P4 Irritator: Defense Shattering Strike
- Turn 3 (Round 2): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Group Superiority [not in its current moves] | P4 Irritator: Group Takedown
- Turn 4 (Round 2): P1 Thoradolosaur: Fierce Strike | P2 Marsupial Lion: Prowl | P3 Tuoramoloch: Lesser Group Heal [not in its current moves] | P4 Irritator: Defense Shattering Strike
- Turn 5 (Round 2): P1 Thoradolosaur: Fierce Rampage | P2 Marsupial Lion: Devouring Takedown | P3 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P4 Irritator: Ready to Crush
- Turn 6 (Round 3): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Group Acceleration | P4 Irritator: Defense Shattering Strike
- Turn 7 (Round 3): P1 Thoradolosaur: Fierce Rampage | P2 Marsupial Lion: Minor Rending Attack | P3 Tuoramoloch: Lesser Group Heal [not in its current moves] | P4 Irritator: Group Takedown
- Turn 8 (Round 4): P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Marsupial Lion: Devouring Takedown | P3 Tuoramoloch: Group Acceleration | P4 Irritator: Ready to Crush

Notes:
- The lion can be knocked out on round 2, turn 2 if Hadros both crits and bypasses dodge.
- A Thoradolosaur above 2,910 damage can create a rare round-2 opening failure after an Entelodon buff and a critical impact. A level-13 lion has enough health for that case.

#### Strategy 3

By Tyrannosauridae · via JWA Rocks · written for game 2.9 · 12 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLux_skoona.jpg

Rounds: Round 1 = turns 1 to 3; Round 2 = turns 4 to 6; Round 3 = turns 7 to 9; Round 4 = turns 10 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4180 minimum; Fastest
- P2 Tryostronix: Level: Any
- P3 Thoradolosaur: Level: Higher is better
- P4 Skoonasaurus: Level: 21+ can work

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Instant Group Distraction Impact [not in its current moves]
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Refresh | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 7 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 9 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 10 (Round 4): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 11 (Round 4): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Restricted Group Distraction
- Turn 12 (Round 4): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Defense Shattering Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Resilient Strike

Notes:
- Thoradolosaur and Skoonasaurus must deal 8,200 combined damage on the first turn to clear the minions.
- If Thor damage risks ending a round early, replace Fierce Strike with Instant Charge. If damage is low, use Rampage before Strike.
- Higher damage on either attacker can compensate for lower damage on the other.

#### Strategy 4

By I AM A STEGOSAURUS, Poison Vaxi · via JWA Rocks · written for game 2.9 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/HadrosLux_Inos.jpg · Video: https://youtu.be/_i_wt2sF14g

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 Inostherium: Level: 12; Speed: 133++
- P2 Thoradolosaur: Damage: 2700+-; Speed: 121
- P3 Thoradolosaur: Damage: 2700+
- P4 Tragodistis: Level: 18

Turn by turn:
- Turn 1 (Round 1): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | 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 Tragodistis: Superior Vulnerability (move 1) [not in its current moves]
- Turn 2 (Round 1): P1 Inostherium: Revenge Impact (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Lesser Group Heal (move 4) [not in its current moves]
- Turn 3 (Round 2): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | 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 Tragodistis: Superior Vulnerability (move 1) [not in its current moves]
- Turn 4 (Round 2): P1 Inostherium: Group Distraction (move 3) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Group Taunting Shields (move 3)
- Turn 5 (Round 3): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | 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 Tragodistis: Lesser Group Heal (move 4) [not in its current moves]
- Turn 6 (Round 3): P1 Inostherium: Revenge Impact (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Group Taunting Shields (move 3)
- Turn 7 (Round 4): P1 Inostherium: Mutual Fury (move 2) [not in its current moves] | 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 Tragodistis: Superior Vulnerability (move 1) [not in its current moves]
- Turn 8 (Round 4): P1 Inostherium: Revenge Impact (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Tragodistis: Group Taunting Shields (move 3)

Notes:
- At least one Thoradolosaur needs 121 speed so Mutual Fury puts it ahead of the pig minion.

#### Strategy 5

via JWA Rocks · written for game 2.13 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Hadros_Indo2.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 Indoraptor Gen 2: Health: 3343+; Speed: 128+
- P2 Tuoramoloch: Health: 4k+; Damage: 1802+; Speed: 126
- P3 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Min 121; slower than Indo2
- P4 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Slower than Indo2

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

#### Strategy 6

via JWA Rocks · written for game 2.13 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Hadros_Enteloceros.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: Health: 4k+; Damage: 1802+; Speed: 126+
- P2 Enteloceros: Level: 16+; Speed: Not faster than Tuora
- P3 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Min 121,; slower than Entel
- P4 Thoradolosaur: Health: 4k+; Damage: 2700+; Speed: Slower than Entel

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

#### Strategy 7

By sp0nge, ChiBullz023, LongNeckChallenge · via JWA Rocks · written for game 2.16 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/hadros_double_carry.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 Tuoramoloch: Level: 26+; Speed: 1st
- P2 Thoradolosaur: Damage: 2977+
- P3 Rexy: Level 16+
- P4 Rexy: Level 16+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Dominant Roar | P4 Rexy: Alert Fierce Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Alert Fierce Strike | P4 Rexy: Dominant Roar
- Turn 4 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 5 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Dominant Roar | P4 Rexy: Alert Fierce Strike
- Turn 6 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 7 (Round 4): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Rexy: Alert Fierce Strike | P4 Rexy: Dominant Roar
- Turn 8 (Round 4): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage | P3 Rexy: Dominant Roar | P4 Rexy: Fierce Devouring Rampage

#### Strategy 8

By Alianza Omega · via JWA Rocks · written for game 2.18 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/Hadros_5_turns.jfif

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

Team (player slot, creature, minimum requirements):
- P1 Allodrigues: Level: 21
- P2 Mortem Rex: Level: 28
- P3 Mortem Rex: Level: 27
- P4 Rexy: Level 21

Turn by turn:
- Turn 1 (Round 1): P1 Allodrigues: Alert Peck | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Rexy: Dominant Roar
- Turn 2 (Round 2): P1 Allodrigues: Fierce Strike | P2 Mortem Rex: Afflicting Lockdown Impact | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Allodrigues: Protective Alert | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Rexy: Defense Shattering Revenge
- Turn 4 (Round 3): P1 Allodrigues: Alert Peck | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Rexy: Dominant Roar
- Turn 5 (Round 4): P1 Allodrigues: Cunning Rampage | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Rexy: Fierce Devouring Rampage

#### Strategy 9

via JWA Rocks · written for game 2.16 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/hadros_double_carry_para.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 Thoradolosaur: Level: 28; Health: 4961; Damage: 2894; Speed: 107+
- P2 Rexy: Level 16+
- P3 Rexy: Level 16+
- P4 Parasauthops: Level: 21+

Turn by turn:
- Turn 1 (Round 1): Boss: Group Taunting Shields | P1 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P2 Rexy: Dominant Roar | P3 Rexy: Alert Fierce Strike | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): Boss: Greater Emergency Heal | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Resilient Rampage Revenge
- Turn 3 (Round 2): Boss: Group Distraction | P1 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P2 Rexy: Alert Fierce Strike | P3 Rexy: Dominant Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 2): Boss: Group Taunting Shields | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Group Taunting Shields | P1 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P2 Rexy: Dominant Roar (move 3) | P3 Rexy: Alert Fierce Strike | P4 Parasauthops: Dispersed Cunning Strike
- Turn 6 (Round 3): Boss: Resilient Impact | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 7 (Round 4): Boss: Group Distraction | P1 Thoradolosaur: Group Shattering Impact [not in its current moves] | P2 Rexy: Alert Fierce Strike | P3 Rexy: Dominant Roar | P4 Parasauthops: Alert Instant Heal
- Turn 8 (Round 4): Boss: Resilient Impact | P1 Thoradolosaur: Fierce Rampage (move 3) | P2 Rexy: Fierce Devouring Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- Keep Thoradolosaur at 4,961 health or more. Slightly lower damage can work while retaining that health.
- Parasauthops’s healing lets Thor complete its final move before being knocked out.

## 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).

- **Allodrigues** (Unique, Cunning + Fierce): https://jwaedge.com/creatures/allodrigues
  - 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: **Protective Alert** (delay 0, cooldown 3). Self: cleanse all negative effects. All opponents: vulnerable 50% for 2 turns, 4 attacks; reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 2: **Protective Alert** [threatened version: used while its HP is ≤ 66%] (delay 0, cooldown 3). Self: heal 33.33% of max HP; cleanse all negative effects. All opponents: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 2x.
  - Move 4: **Alert Peck** (delay 0, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, deal 60% of max HP as damage (rend); remove damage increase; remove crit increase.
  - Move 4: **Alert Peck** [threatened version: used while its HP is ≤ 33%] (delay 1, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, deal 40% of max HP as damage (rend); remove damage increase; remove crit increase.
  - On-escape: **Alert Roost** (delay 0, cooldown 0). Self: 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks; increase Crit Chance by 100% for 2 turns, 2 attacks.
  - On-escape: **Alert Roost** [threatened version: used while its HP is ≤ 66%] (delay 0, cooldown 0). Self: 100% chance to dodge 67% of damage for 2 turns, 2 attacks; increase Crit Chance by 65% for 2 turns, 2 attacks.
  - 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.
- **Geminititan** (Unique, Resilient): https://jwaedge.com/creatures/geminititan
  - 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: **Definite Shield Advantage** (delay 0, cooldown 2). Most positive effects opponent: remove cloak; remove dodge. Lowest HP opponent: destroy shields. Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: bypass armor, attack 2x.
  - Move 4: **Group Instant Invincibility** (delay 1, cooldown 3, first priority). All allies: shield 100% for 2 turns, 1 attack.
  - Counter: **Distracting Counter** (delay 0, cooldown 0). Attacker: reduce Damage by 25% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **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.
- **Inostherium** (Rare, Cunning): https://jwaedge.com/creatures/inostherium
  - Move 1: **Instant Distracting Strike** (delay 0, cooldown 0, first priority). Highest damage opponent: reduce Damage by 33% for 1 turn, 2 attacks; attack 1x.
  - Move 2: **Mutual Bloodthirst** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 100% for 1 turn, 2 attacks; increase Crit Chance by 50% for 2 turns. All opponents: increase Damage by 100% for 1 turn, 1 attack.
  - Move 3: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.
  - Move 4: **Distracting Revenge Blow** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks; attack 1.5x.
  - Move 4: **Distracting Revenge Blow** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 100% for 2 turns, 4 attacks; attack 2x.
- **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.
- **Marsupial Lion** (Rare, Fierce): https://jwaedge.com/creatures/marsupial-lion
  - Move 1: **Minor Rending Attack** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Highest HP opponent: bypass armor, deal 34% of max HP as damage (rend).
  - Move 2: **Devouring Takedown** (delay 1, cooldown 2). Highest HP opponent: destroy shields; bypass armor, attack 2x, devour heal 75% over 2 turns.
  - Move 3: **Prowl** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 1 turn, 2 attacks; increase Crit Chance by 50% for 3 turns, 2 attacks.
  - Counter: **Afflicting Counter Strike** (delay 0, cooldown 0). Attacker: reduce all resistance by 25% for 2 turns; attack 0.75x.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-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.
- **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).
- **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.
- **Tragodistis** (Legendary, Resilient): https://jwaedge.com/creatures/tragodistis
  - 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 Decelerating Impact** (delay 0, cooldown 1). All opponents: reduce Speed by 50% for 2 turns; attack 1.5x.
  - 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.
  - Move 4: **Vitalize** (delay 0, cooldown 2). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage; cleanse all negative effects. Self: increase Speed by 30% for 2 turns.
  - Counter: **Medium Counter-Attack** (delay 0, cooldown 0). Attacker: attack 0.5x.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Tryostronix** (Legendary, Fierce): https://jwaedge.com/creatures/tryostronix
  - 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: **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: **Refresh** (delay 0, cooldown 2). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects; increase Speed by 10% for 2 turns.
- **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.
