# 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 Hydra Boa 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):
- Saturday: Hydra Boa

Bosses in this file:
- Hydra Boa (Apex, 7 community strategies): https://jwaedge.com/raids.md?boss=hydra-boa

## Hydra Boa

Apex raid boss · Saturday · 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=hydra-boa · This boss only: https://jwaedge.com/raids.md?boss=hydra-boa

### Hydra Boa: boss rounds

#### Round 1: HP 21,271 · Damage 2,506 · Speed 128 · Armor 10% · Crit 25% × 1.25
Resistances: Crit reduction 75%, Damage over time 80%, Damage reduction 80%, Rend 85%, Speed reduction 75%, Stun 95%, Vulnerability 35%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt.
- 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: **Squeeze and Strike** (delay 0, cooldown 0). All opponents: remove all effects. Lowest HP opponent: attack 1x.
- Move 3: **Cold-Blooded Rampage** (delay 0, cooldown 0). Lowest HP opponent: bypass dodge, attack 2x.
- Counter: **Alert Coil** (delay 0, cooldown 0). Self: increase Damage by 5% for 3 turns, 3 attacks.
- Counter: **Alert Coil** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 10% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 21,271 · Damage 2,506 · Speed 128 · Armor 10% · Crit 25% × 1.25
Resistances: same as round 1.
- Move 1: **Alert Slither** (delay 0, cooldown 0). Self: cleanse all negative effects; 50% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 50% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 1: **Alert Slither** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 75% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 2: **Squeeze and Strike** (delay 0, cooldown 0). All opponents: remove all effects. Lowest HP opponent: attack 1x.
- Move 3: **Hard Swallow** (delay 0, cooldown 0). Lowest HP opponent: attack 2x. Self: cleanse damage reduction; heal 1x damage.
- Counter: **Alert Coil** (delay 0, cooldown 0). Self: increase Damage by 5% for 3 turns, 3 attacks.
- Counter: **Alert Coil** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 10% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 21,271 · Damage 2,506 · Speed 128 · Armor 10% · Crit 25% × 1.25
Resistances: same as round 2.
- Move 1: **Alert Slither** (delay 0, cooldown 0). Self: cleanse all negative effects; 50% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 50% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 1: **Alert Slither** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 75% chance to dodge 67% of damage for 3 turns, 4 attacks; increase Crit Chance by 75% for 3 turns, 3 attacks. Highest damage opponent: reduce Damage by 50% for 3 turns, 6 attacks.
- Move 2: **Squeeze and Strike** (delay 0, cooldown 0). All opponents: remove all effects. Lowest HP opponent: attack 1x.
- Move 3: **Venomous Bite** (delay 0, cooldown 0, first priority). Highest damage opponent: bypass dodge, attack 1.5x. Highest HP opponent: damage over time 40% per turn for 2 turns.
- Move 4: **Total Cleanse and Strike** (delay 0, cooldown 0). All allies: cleanse all negative effects. All opponents: attack 1x.
- Counter: **Alert Coil** (delay 0, cooldown 0). Self: increase Damage by 5% for 3 turns, 3 attacks.
- Counter: **Alert Coil** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 10% for 3 turns, 3 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Hydra Boa: minions

#### Damage Increase Minion (level 29)
Round 1: HP 6,077 · Damage 2,069 · Speed 134 · 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: **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.
- 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.

#### Counter-Attack Minion (level 29)
Round 1: HP 5,491 · Damage 1,843 · Speed 115 · Armor 0% · Crit 5% × 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: **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 Mock, Block and Sock** (delay 0, cooldown 1). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn. Lowest HP opponent: attack 1x.
- Counter: **Armor Piercing Counter** (delay 0, cooldown 0). Attacker: bypass armor, attack 1x.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Hydra Boa: community strategies (7)

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

#### Strategy 1

By Ion Water · via JWA Rocks · written for game 2.10 · 8 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa_8_steps.png · Video: https://youtu.be/CTPUgxmhPWk

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

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 1800
- P2 Irritator: Health: 3385; Speed: faster than Thor
- P3 Thoradolosaur: Damage: 2701
- P4 Diorajasaur: Level: 21

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 3 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 4 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 6 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Diorajasaur: Instant Invincibility Taunt (move 4)
- Turn 7 (Round 3): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Diorajasaur: Resilient Strike (move 1)
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Diorajasaur: Resilient Rampage (move 2)

#### Strategy 2

By Rexsalamanca · via JWA Rocks · written for game 2.11 · 9 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa-2.11.png

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: Health: 5788; Damage: 2397; Speed: 1st
- P2 Monolorhino: Level: 24; Speed: 2nd
- P3 Thoradolosaur: Health: 6016; Damage: 2818; Speed: 3rd
- P4 Skoonasaurus: Level: 21; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Group Shield (move 3) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Strike (move 1) | P4 Skoonasaurus: Restricted Group Distraction (move 4)
- Turn 3 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoonasaurus: Instant Invincibility Taunt (move 3)
- Turn 4 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Monolorhino: Definite Impact (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Skoonasaurus: Restricted Group Distraction (move 4)
- Turn 6 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoonasaurus: Instant Invincibility Taunt (move 3)
- Turn 7 (Round 3): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Monolorhino: Definite Impact (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Monolorhino: Cunning Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Skoonasaurus: Restricted Group Distraction (move 4)
- Turn 9 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Monolorhino: Definite Impact (move 2) | P3 Thoradolosaur: Instant Charge (move 4) | P4 Skoonasaurus: Instant Invincibility Taunt (move 3)

Notes:
- The original strategist is unnamed; Rexsalamanca recorded the version-2.11 update.

#### Strategy 3

By SleeplessHunters · via JWA Rocks · written for game 2.10 · 9 turns over 3 rounds. Original: https://jwa.rocks/images/raids/hydraboa_low_skoona_skoola.jpg

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: Health: 5430+; Damage: 2000+
- P2 Skoolasaurus: Level: 20+
- P3 Thoradolosaur: Damage: see note
- P4 Skoonasaurus: Level: 21+

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Skoolasaurus: Tip the Scales (move 2) | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 3 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Resilient Strike | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 4 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Thoradolosaur: Fierce Strike | P4 Skoonasaurus: Restricted Group Distraction
- Turn 6 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Resilient Strike | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Instant Invincibility Taunt
- Turn 7 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Skoonasaurus: Group Decelerating Rampage (move 2)
- Turn 8 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Thoradolosaur: Fierce Rampage | P4 Skoonasaurus: Restricted Group Distraction
- Turn 9 (Round 3): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Skoolasaurus: Resilient Strike (move 1) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Skoonasaurus: Instant Invincibility Taunt

Notes:
- Tuoramoloch / Thoradolosaur damage pairs: 2,200 / 2,970+; 2,100 / 3,000+; 2,000 / 3,023+; or 1,900 / 3,050+.

#### Strategy 4

By Ion Water, Rexsalamanca · via JWA Rocks · written for game 2.9 · 12 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa4.png · Video: https://youtu.be/DNUoPcVEN-w

Rounds: Round 1 = turns 1 to 4; Round 2 = turns 5 to 8; Round 3 = turns 9 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 5200+; Damage: 2200+
- P2 Skoolasaurus: Level: 20+; Faster than Gem
- P3 Geminititan: Damage: 1520+ (see notes)
- P4 Ardentismaxima: Damage: 1520+ see notes)

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Geminititan: Definite Shield Advantage | P4 Ardentismaxima: Taunt Shattering Rampage [not in its current moves]
- Turn 3 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Instant Invincibility Taunt
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Group Invincibility [not in its current moves] | P4 Ardentismaxima: Resilient Strike [not in its current moves]
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage
- Turn 6 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Geminititan: Definite Shield Advantage | P4 Ardentismaxima: Taunt Shattering Rampage [not in its current moves]
- Turn 7 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Instant Invincibility Taunt
- Turn 8 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Resilient Strike [not in its current moves]
- Turn 9 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Distraction [not in its current moves] | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage
- Turn 10 (Round 3): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Skoolasaurus: Tip the Scales | P3 Geminititan: Definite Shield Advantage | P4 Ardentismaxima: Taunt Shattering Rampage [not in its current moves]
- Turn 11 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Skoolasaurus: Resilient Strike | P3 Geminititan: Resilient Strike | P4 Ardentismaxima: Instant Invincibility Taunt
- Turn 12 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Skoolasaurus: Group Taunting Shields Strike | P3 Geminititan: Group Decelerating Rampage | P4 Ardentismaxima: Group Decelerating Rampage

Notes:
- Geminititan and Ardentismaxima need at least 3,040 combined damage to clear both minions on the first turn of each round.
- Enough damage can skip the last turn of round 2.

#### Strategy 5, Entelochops team

By sp0nge, BOXDELL AAA · via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoaGif.gif · Video: https://youtu.be/DNUoPcVEN-w

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 Gorgotrebax: Level 27+; Speed 135+
- P2 Entelochops: Level 15+; Speed below 128; Second fastest
- P3 Thoradolosaur: Damage 2,800+; Speed 113+; Third fastest
- P4 Parasauthops: Level 24+

Turn by turn:
- Turn 1 (Round 1): P1 Gorgotrebax: Group Instant Distraction [not in its current moves] | P2 Entelochops: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Entelochops: Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Entelochops: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Alert Instant Heal
- Turn 4 (Round 2): P1 Gorgotrebax: Revenge Nullifying Rampage | P2 Entelochops: Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 3): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Entelochops: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Resilient Rampage Revenge
- Turn 6 (Round 3): P1 Gorgotrebax: Cautious Impact | P2 Entelochops: Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike

#### Strategy 5, Enteloceros team

By sp0nge, BOXDELL AAA · via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoaGif.gif · Video: https://youtu.be/DNUoPcVEN-w

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 Gorgotrebax: Level 27+; Speed 135+
- P2 Enteloceros: Level 16+; Speed below 128; Second fastest
- P3 Thoradolosaur: Damage 2,800+; Speed 113+; Third fastest
- P4 Parasauthops: Level 24+

Turn by turn:
- Turn 1 (Round 1): P1 Gorgotrebax: Group Instant Distraction [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Alert Instant Heal
- Turn 4 (Round 2): P1 Gorgotrebax: Revenge Nullifying Rampage | P2 Enteloceros: Superiority Strike | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 3): P1 Gorgotrebax: Group Accelerate Cunning Strike | P2 Enteloceros: Mutual Fury | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Parasauthops: Resilient Rampage Revenge
- Turn 6 (Round 3): P1 Gorgotrebax: Cautious Impact | P2 Enteloceros: Group Revenge Shattering Rampage | P3 Thoradolosaur: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike

#### Strategy 6

By Doublebearr · via JWA Rocks · written for game 2.19 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/hboa-entelo-dilo-thor-para.png

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

Team (player slot, creature, minimum requirements):
- P1 Enteloceros: Level: 20+; Health: Lowest; Speed: 130
- P2 Diloracheirus: Level: 26+; Speed: 128
- P3 Thoradolosaur: Damage: 2977+; Speed: 117+, < Entelo
- P4 Parasauthops: Level: 21+; Speed: Base, < 117

Turn by turn:
- Turn 1 (Round 1): Boss: Group Cunning Impact | P1 Enteloceros: Mutual Fury (move 2) | P2 Diloracheirus: Group Vitalize (move 2) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Dispersed Cunning Strike (move 1)
- Turn 2 (Round 1): Boss: Squeeze and Strike | P1 Enteloceros: Group Revenge Shattering Rampage | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): Boss: Alert Slither | P1 Enteloceros: Mutual Fury (move 2) | P2 Diloracheirus: Distracting Team Heal (move 3) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge (move 4)
- Turn 4 (Round 2): Boss: Squeeze and Strike | P1 Enteloceros: Superiority Strike (move 1) | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Alert Slither | P1 Enteloceros: Mutual Fury | P2 Diloracheirus: Group Vitalize | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Parasauthops: Resilient Rampage Revenge
- Turn 6 (Round 3): Boss: Squeeze and Strike | P1 Enteloceros: Superiority Strike | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Parasauthops: Dispersed Cunning Strike (move 1)

Notes:
- Thor damage / Diloracheirus level pairs: 3,137 / 23; 2,977 / 26; 2,836 / 28; or 2,710 / 30.
- Speed combinations (Enteloceros / Thor / Dilo): 136+ / 123+ / 128+; 130–134 / 117+ / 128+; 126–128 / 117+ / 136+; or 126–128 / 117+ / 130+ with 2,100+ Dilo damage.

#### Strategy 7

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.2 · 4 turns over 3 rounds. Original: https://jwa.rocks/images/raids/HydraBoa_6.png

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

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level: 21+; Health: >2nd Thylos; Speed: Fastest
- P2 Thylos Intrepidus: Level: 21+; Speed: >Rexy
- P3 Rexy: Use the damage pairs below
- P4 Geminideus: Level: 26+*; Damage: Matrix*

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Dual Rending Assault (move 4) | P2 Thylos Intrepidus: Crushing Prowl (move 2) | P3 Rexy: Dominant Roar (move 3) | P4 Geminideus: Harden
- Turn 2 (Round 2): P1 Thylos Intrepidus: Crushing Prowl (move 2) | P2 Thylos Intrepidus: Dual Rending Assault | P3 Rexy: Alert Fierce Strike | P4 Geminideus: Group Disarming Rampage (move 2)
- Turn 3 (Round 3): P1 Thylos Intrepidus: Wounding Devour Rampage (move 3) | P2 Thylos Intrepidus: Wounding Devour Rampage (move 3) | P3 Rexy: Fierce Devouring Rampage (move 4) | P4 Geminideus: Shielding Alert Rampage (move 3)
- Turn 4 (Round 3): P1 Thylos Intrepidus: Dual Rending Assault | P2 Thylos Intrepidus: Crushing Prowl (move 2) | P3 Rexy: Dominant Roar (move 3) | P4 Geminideus: Harden

Notes:
- Damage pairs (Geminideus / Rexy): 1,900+ / 3,091+; 1,870+ / 3,200+; or 1,750+ / 3,373.
- The 1,200 / 3,091+ damage alternative requires a Geminideus critical hit in round 2.

## 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).

- **Ardentismaxima** (Unique, Fierce + Resilient): https://jwaedge.com/creatures/ardentismaxima
  - 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: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
  - Move 3: **Taunt Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability; taunt for 1 turn. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
  - Move 4: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - On-escape: **On Escape Critical Impact** (delay 0, cooldown 0). Attacker: always crit, attack 1.5x.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Diloracheirus** (Unique, Cunning): https://jwaedge.com/creatures/diloracheirus
  - Move 1: **Dispersed Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. All opponents: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove crit increase; remove damage increase. Lowest HP opponent: attack 1x.
  - Move 2: **Group Vitalize** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 1x damage; cleanse all negative effects; increase Speed by 25% for 2 turns, 2 attacks.
  - Move 3: **Distracting Team Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction. All allies: heal 2x damage; cleanse all negative effects. Highest damage opponent: reduce Damage by 25% for 2 turns, 2 attacks.
  - Move 4: **Revenge Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 2x.
  - Move 4: **Revenge Cunning Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 2x.
  - Counter: **Darting Counter** (delay 0, cooldown 0). Attacker: attack 1x. Self: increase Speed by 20% for 1 turn.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **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.
- **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.
- **Entelochops** (Epic, Fierce + Resilient): https://jwaedge.com/creatures/entelochops
  - 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: **Revenge Decelerating Impact** (delay 0, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 1.5x.
  - Move 2: **Revenge Decelerating Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x.
  - Move 3: **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 4: **Revenge Shattering Rampage** (delay 1, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 2x.
  - Move 4: **Revenge Shattering Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Highest HP opponent: destroy shields; 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.
- **Geminideus** (Apex, Resilient): https://jwaedge.com/creatures/geminideus
  - Move 1: **Slowing Resilient Strike** (delay 0, cooldown 0). Self: remove damage reduction. Fastest opponent: remove dodge. Attacker: remove cloak. Fastest opponent: remove speed increase; attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack. Fastest opponent: reduce Speed by 50% for 2 turns, 4 attacks.
  - Move 2: **Group Disarming Rampage** (delay 0, cooldown 2, first priority). All opponents: attack 2x; reduce Armor by 15% for 1 turn, 2 attacks; reduce Damage by 33% for 2 turns, 4 attacks; reduce Speed by 33% for 2 turns, 4 attacks. Highest HP opponent: reduce Healing by 33% for 2 turns.
  - Move 3: **Harden** (delay 0, cooldown 2). Highest HP opponent: attack 1.5x. All allies: increase Armor by 50% for 2 turns, 4 attacks. Self: cleanse all negative effects.
  - Move 4: **Shielding Alert Rampage** (delay 0, cooldown 2). All opponents: remove cloak; remove dodge; destroy shields. Self: shield 50% for 1 turn, 4 attacks. All opponents: bypass armor, attack 2x.
  - Move 4: **Shielding Alert Rampage** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). All opponents: remove cloak; remove dodge; destroy shields. All allies: shield 100% for 1 turn, 8 attacks. All opponents: bypass armor, attack 2x.
  - Counter: **Precise Group Counter** (delay 0, cooldown 0). All opponents: bypass dodge, attack 1x. Self: increase Armor by 10% for 2 turns, 4 attacks.
  - Swap-in: **Swap in Resilent Dominance** (delay 0, cooldown 0). Self: shield 75% for 2 turns, 2 attacks; increase Armor by 20% for 2 turns, 2 attacks. Highest HP opponent: reduce Armor by 20% for 2 turns, 2 attacks; destroy shields. Self: cannot swap for 2 turns.
  - On-escape: **Group Invincibility on Escape** (delay 0, cooldown 0). All allies: shield 100% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **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.
- **Gorgotrebax** (Apex, Cunning): https://jwaedge.com/creatures/gorgotrebax
  - Move 1: **Group Accelerate Cunning Strike** (delay 0, cooldown 0). All allies: increase Speed by 10% for 2 turns, 2 attacks. Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase. Lowest HP opponent: reduce Damage by 50% for 1 turn, 2 attacks. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 1x.
  - Move 2: **Cautious Impact** (delay 0, cooldown 1). 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 2 turns, 4 attacks. Lowest HP opponent: bypass dodge, attack 1.5x.
  - Move 3: **Revenge Nullifying Rampage** (delay 0, cooldown 2). Most positive effects opponent: remove all positive effects; attack 2x.
  - Move 3: **Revenge Nullifying Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Most positive effects opponent: remove all positive effects. Highest damage opponent: attack 2x.
  - Move 4: **Revenge Group Disabling Impact** (delay 0, cooldown 2). All opponents: reduce Damage by 50% for 2 turns, 4 attacks; reduce Speed by 50% for 2 turns, 4 attacks; attack 1.5x.
  - Move 4: **Revenge Group Disabling Impact** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks; reduce Speed by 50% for 2 turns, 4 attacks; attack 1.5x.
  - 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.
- **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.
- **Monolorhino** (Unique, Wildcard): https://jwaedge.com/creatures/monolorhino
  - Move 1: **Cunning Strike** (delay 0, cooldown 0). 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 1x.
  - Move 2: **Definite Impact** (delay 1, cooldown 1). Most positive effects opponent: remove cloak; remove dodge. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
  - Move 3: **Group Shield** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks.
  - Move 4: **Taunting Shields** (delay 0, cooldown 1). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
  - 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.
- **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.
- **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.
- **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.
