# 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 Imperatosuchus 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):
- Sunday: Imperatosuchus

Bosses in this file:
- Imperatosuchus (Apex, 5 community strategies): https://jwaedge.com/raids.md?boss=imperatosuchus

## Imperatosuchus

Apex raid boss · Sunday · 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=imperatosuchus · This boss only: https://jwaedge.com/raids.md?boss=imperatosuchus

### Imperatosuchus: boss rounds

#### Round 1: HP 24,310 · Damage 2,335 · Speed 129 · Armor 15% · Crit 5% × 1.25
Resistances: Crit reduction 75%, Damage over time 90%, Damage reduction 75%, Rend 85%, Speed reduction 80%, Stun 100%, Vulnerability 60%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt.
- Move 1: **Alert Assist** (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: shield 50% for 2 turns, 4 attacks.
- Move 1: **Alert Assist** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: cleanse damage reduction. All allies: heal 1.5x damage. Self: increase Speed by 30% for 2 turns; shield 100% for 2 turns, 4 attacks.
- Move 2: **Group Fierce Decelerating Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. All opponents: reduce Speed by 50% for 2 turns.
- Move 3: **Fierce Cleansing Impact** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 1.5x.
- Counter: **Counter Spike** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x. All allies: increase Damage by 10% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 24,310 · Damage 2,335 · Speed 129 · Armor 15% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Alert Assist** (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: shield 50% for 2 turns, 4 attacks.
- Move 1: **Alert Assist** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: cleanse damage reduction. All allies: heal 1.5x damage. Self: increase Speed by 30% for 2 turns; shield 100% for 2 turns, 4 attacks.
- Move 2: **Infectious Revenge** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 1.5x. Highest HP opponent: damage over time 15% per turn for 2 turns.
- Move 2: **Infectious Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: reduce Speed by 75% for 2 turns. Lowest HP opponent: attack 1.5x. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 3: **Group Fierce Decelerating Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. All opponents: reduce Speed by 50% for 2 turns.
- Move 4: **Fierce Decelerating Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Counter: **Counter Spike** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x. All allies: increase Damage by 10% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 24,310 · Damage 2,335 · Speed 129 · Armor 15% · Crit 5% × 1.25
Resistances: same as round 2.
- Move 1: **Alert Assist** (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: shield 50% for 2 turns, 4 attacks.
- Move 1: **Alert Assist** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0, first priority). Self: shield 100% for 1 turn, 4 attacks. All allies: increase Damage by 50% for 2 turns, 2 attacks. Self: cleanse damage reduction. All allies: heal 1.5x damage. Self: increase Speed by 30% for 2 turns; shield 100% for 2 turns, 4 attacks.
- Move 2: **Braking Revenge** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Lowest HP opponent: attack 2x. Highest HP opponent: damage over time 15% per turn for 2 turns.
- Move 2: **Braking Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0, first priority). All opponents: reduce Speed by 75% for 2 turns. Lowest HP opponent: attack 2x. Highest HP opponent: damage over time 33% per turn for 2 turns.
- Move 3: **Waning Revenge** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 3: **Waning Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 2x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 4: **Group Fierce Decelerating Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x. All opponents: reduce Speed by 50% for 2 turns.
- Counter: **Counter Spike** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x. All allies: increase Damage by 10% for 2 turns, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Imperatosuchus: minions

#### Counter-Attack Minion (level 29)
Round 1: HP 4,792 · Damage 1,692 · Speed 125 · 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.

#### Nullifying Minion (level 29)
Round 1: HP 6,251 · Damage 1,337 · Speed 147 · 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: **Nullifying Strike** (delay 0, cooldown 0). Most positive effects opponent: remove all positive effects. Lowest HP opponent: attack 1x.
- Move 2: **Nullifying Impact** (delay 0, cooldown 2). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1.5x.
- Move 3: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.

### Imperatosuchus: community strategies (5)

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

#### Strategy 1

By JWA2, PapaCasey, Korlat · via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid.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: 25+; Health: 4285+; Damage: 1238+; Speed: 1st
- P2 Thoradolosaur: Health: 5800+; Damage: 2924+; Speed: 2nd/114+
- P3 Parasauthops: Level: 26 (eq); Health: 4700+; Damage: noted; Speed: 3rd
- P4 Parasauthops: Level: 26 (eq); Health: 4700+; Damage: noted; Speed: 4th

Turn by turn:
- Turn 1 (Round 1): Boss: Alert Assist | P1 Enteloceros: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Parasauthops: Alert Instant Heal | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): Boss: Group Fierce Decelerating Strike | P1 Enteloceros: Group Revenge Shattering Rampage | P2 Thoradolosaur: Fierce Rampage | P3 Parasauthops: Resilient Rampage Revenge | P4 Parasauthops: Alert Instant Heal (move 3)
- Turn 3 (Round 2): Boss: Alert Assist | P1 Enteloceros: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Parasauthops: Dispersed Cunning Strike | P4 Parasauthops: Resilient Rampage Revenge
- Turn 4 (Round 2): Boss: Infectious Revenge | P1 Enteloceros: Dig in (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Parasauthops: Alert Instant Heal | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Alert Assist | P1 Enteloceros: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Parasauthops: Dispersed Cunning Strike | P4 Parasauthops: Alert Instant Heal
- Turn 6 (Round 3): Boss: Infectious Revenge | P1 Enteloceros: Group Revenge Shattering Rampage | P2 Thoradolosaur: Fierce Rampage | P3 Parasauthops: Alert Instant Heal | P4 Parasauthops: Resilient Rampage Revenge

Notes:
- Damage pairs: Thor 2,871 with Parasauthops damage 1,666 and 1,550; or Thor 2,924 with both Parasauthops at 1,550 (level-26 equivalent).
- Suggested stronger stats: Enteloceros 4,500+ health and 136+ speed; Thor 6,000+ health and 123+ speed.
- Speed pairs (Enteloceros / Thor): 136+ / 123+; 134 / 115–121; 130 / 115–117; or 128 / 115.

#### Strategy 2

via JWA Rocks · written for game 2.17 · 8 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_1.png

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

Team (player slot, creature, minimum requirements):
- P1 Parasauthops: Level: 21; Speed: 4th
- P2 Refrenantem: Health: 6400; Damage: 2000; Speed: 1st 130+ (136+ pref)
- P3 Mortem Rex: Damage: 3000; Speed: 114+
- P4 Enteloceros: Level: 17; Speed: 2nd

Turn by turn:
- Turn 1 (Round 1): P1 Parasauthops: Dispersed Cunning Strike | P2 Refrenantem: Super Distraction | P3 Mortem Rex: Roar | P4 Enteloceros: Mutual Fury
- Turn 2 (Round 1): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Fierce Rampage | P4 Enteloceros: Superiority Strike
- Turn 3 (Round 2): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Alert Nullification | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Enteloceros: Mutual Fury
- Turn 4 (Round 2): P1 Parasauthops: Resilient Rampage Revenge | P2 Refrenantem: Cunning Strike | P3 Mortem Rex: Roar | P4 Enteloceros: Superiority Strike
- Turn 5 (Round 2): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Enteloceros: Group Revenge Shattering Rampage
- Turn 6 (Round 3): P1 Parasauthops: Alert Instant Heal | P2 Refrenantem: Alert Nullification | P3 Mortem Rex: Fierce Rampage | P4 Enteloceros: Mutual Fury
- Turn 7 (Round 3): P1 Parasauthops: Dispersed Cunning Strike | P2 Refrenantem: Cunning Rampage | P3 Mortem Rex: Roar | P4 Enteloceros: Superiority Strike
- Turn 8 (Round 3): P1 Parasauthops: Resilient Rampage Revenge | P2 Refrenantem: Super Distraction | P3 Mortem Rex: Fierce Rampage | P4 Enteloceros: Superiority Strike

Notes:
- Parasauthops may need higher stats depending on the damage of Mortem Rex and Refrenantem.

#### Strategy 3

via JWA Rocks · written for game 2.16 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_2.png

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

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health 4,900+; Damage 1,750+; Speed 130+
- P2 Mortem Rex: Health 6,050 maximum; Damage 2,530+; Second fastest
  - Or Mortem Rex: Health 6,050+; Damage 3,120+; Second fastest (own turn plan below)
- P3 Mortem Rex: Health 5,200+; Damage 2,530+; Speed 110+; Third fastest
- P4 Parasauthops: Level 21+; Fourth fastest

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Mortem Rex: Alert Fatal Strike | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 5 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Mortem Rex: Alert Fatal Strike | P3 Mortem Rex: Alert Fatal Strike | P4 Parasauthops: Alert Instant Heal
- Turn 6 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Resilient Rampage Revenge
- If P2 is Mortem Rex: T1 Roar | T2 Afflicting Lockdown Impact | T3 Fierce Rampage | T4 Roar | T5 Alert Fatal Strike | T6 Fierce Rampage

Notes:
- Player 2 has two builds. Use the alternate move sequence for the larger Mortem Rex (6,050+ health and 3,120+ damage).
- The fifth displayed column is an optional recovery turn in round 2. Skip it when unnecessary; the final column is actual turn 5 or 6.

#### Strategy 4

By n30, Thali · via JWA Rocks · written for game 2.18 · 5 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_4.png

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

Team (player slot, creature, minimum requirements):
- P1 Diloracheirus: Health: +5800
- P2 Mortem Rex: Damage: +3000
- P3 Mortem Rex: Damage 3,000+
- P4 Parasauthops: Health: +5800

Turn by turn:
- Turn 1 (Round 1): Boss: Alert Assist | P1 Diloracheirus: Dispersed Cunning Strike | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Dispersed Cunning Strike
- Turn 2 (Round 1): Boss: Group Fierce Decelerating Strike | P1 Diloracheirus: Distracting Team Heal | P2 Mortem Rex: Afflicting Lockdown Impact | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Parasauthops: Alert Instant Heal
- Turn 3 (Round 2): Boss: Alert Assist | P1 Diloracheirus: Group Vitalize | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Dispersed Cunning Strike
- Turn 4 (Round 3): Boss: Alert Assist | P1 Diloracheirus: Dispersed Cunning Strike | P2 Mortem Rex: Roar | P3 Mortem Rex: Roar | P4 Parasauthops: Alert Instant Heal
- Turn 5 (Round 3): Boss: Infectious Revenge | P1 Diloracheirus: Distracting Team Heal | P2 Mortem Rex: Fierce Rampage | P3 Mortem Rex: Fierce Rampage | P4 Parasauthops: Alert Instant Heal

#### Strategy 5

By GustavoYT, JWA Brasik · via JWA Rocks · written for game 3.1 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Imperatosuchus_raid_5.png

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

Team (player slot, creature, minimum requirements):
- P1 Indolycan: Level: 26+; Speed: Fastest
- P2 Aenocyonyx: Level: 21+
- P3 Thoradolosaur: Level: 29+; Health: 6k+; Damage: 3k+; Speed: 121+
- P4 Rexy: Level 27+; Health 5,400+; Damage 2,500+; Slower than Thoradolosaur

Turn by turn:
- Turn 1 (Round 1): P1 Indolycan: Cloak of Rage (move 4) | P2 Aenocyonyx: Devouring Wound | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Rexy: Defense Shattering Revenge (move 2)
- Turn 2 (Round 2): P1 Indolycan: Cautious Disarming Strike (move 1) | P2 Aenocyonyx: Crushing Prowl (move 2) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Rexy: Dominant Roar (move 3)
- Turn 3 (Round 3): P1 Indolycan: Evasive Ferocious Rampage (move 3) [not in its current moves] | P2 Aenocyonyx: Devouring Wound | P3 Thoradolosaur: Cleansing Group Destroyer | P4 Rexy: Fierce Devouring Rampage (move 4)

## 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).

- **Aenocyonyx** (Unique, Fierce): https://jwaedge.com/creatures/aenocyonyx
  - Move 1: **Instant Defense Shattering Strike** (delay 0, cooldown 0, first priority). Highest HP opponent: destroy shields; attack 1x.
  - Move 2: **Crushing Prowl** (delay 0, cooldown 2, first priority). Self: cleanse all negative effects; increase Crit Chance by 75% for 2 turns, 2 attacks; 75% chance to dodge 67% of damage for 1 turn, 2 attacks. All allies: increase Damage by 50% for 4 turns, 2 attacks; cleanse damage reduction; cleanse crit reduction.
  - Move 3: **Devouring Wound** (delay 0, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 4 turns; damage over time 20% per turn for 2 turns.
  - Move 4: **Disarming Decimate and Run** (delay 2, cooldown 1). Highest HP opponent: attack 2.5x; reduce Armor by 100% for 2 turns, 4 attacks. Self: swap out.
  - Counter: **Defense Shattering Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x.
  - Swap-in: **Swap in Lockdown** (delay 0, cooldown 0, first priority). Fastest opponent: prevent swap for 2 turns. Self: cannot swap for 2 turns.
  - On-escape: **Challenging Howl on Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn; attack 0.5x. Self: increase Speed by 25% for 2 turns, 4 attacks; increase Damage by 25% 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).
- **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.
- **Enteloceros** (Legendary, Fierce + Resilient): https://jwaedge.com/creatures/enteloceros
  - Move 1: **Superiority Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Fastest opponent: reduce Speed by 50% for 1 turn. Lowest HP opponent: bypass dodge, attack 1x.
  - Move 2: **Mutual Fury** (delay 0, cooldown 1). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 10% for 2 turns, 2 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack.
  - Move 3: **Dig in** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction; heal 1x damage; cleanse all negative effects; increase Speed by 10% for 2 turns; shield 50% for 1 turn, 8 attacks.
  - Move 4: **Group Revenge Shattering Rampage** (delay 1, cooldown 2). Highest HP opponent: destroy shields; bypass armor, attack 2x.
  - Move 4: **Group Revenge Shattering Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2). All opponents: destroy shields. Highest HP opponent: bypass armor, attack 2x.
  - Swap-in: **Swap in Slow** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns. Self: cannot swap for 1 turn.
- **Indolycan** (Apex, Cunning + Fierce): https://jwaedge.com/creatures/indolycan
  - Move 1: **Cautious Disarming Strike** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn, 1 attack; 75% chance to dodge 67% of damage for 1 turn, 1 attack. Highest HP opponent: reduce Damage by 50% for 1 turn, 1 attack. Lowest HP opponent: bypass dodge, attack 1x. Most positive effects opponent: reduce Armor by 30% for 2 turns, 4 attacks.
  - Move 2: **Distracting Devour Impact** (delay 0, cooldown 2). Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks; attack 1.5x, devour heal 50% over 2 turns.
  - Move 3: **Howling Rampage** (delay 0, cooldown 2, first priority). All allies: increase Damage by 30% for 3 turns, 6 attacks; increase Speed by 25% for 3 turns, 6 attacks. All opponents: destroy shields; attack 2x.
  - Move 4: **Cloak of Rage** (delay 0, cooldown 3, last priority). All allies: cleanse all negative effects; increase Damage by 50% for 3 turns, 2 attacks; increase Speed by 25% for 2 turns, 4 attacks. All opponents: increase Damage by 50% for 2 turns, 1 attack. All allies: cloak: 75% chance to dodge 66.67%, next attack 2x for 2 turns, 1 attack. All opponents: reduce Armor by 100% for 2 turns, 4 attacks.
  - Swap-in: **Critical Ambush** (delay 0, cooldown 0, first priority). Self: increase Speed by 30% for 2 turns; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. Self: increase Crit Chance by 50% for 2 turns, 2 attacks; cannot swap for 2 turns.
  - On-escape: **Disarming Lockdown on Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn. Highest HP opponent: reduce Armor by 100% for 2 turns, 4 attacks.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **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.
- **Refrenantem** (Apex, Cunning): https://jwaedge.com/creatures/refrenantem
  - 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: **Alert Nullification** (delay 0, cooldown 2, first priority). All opponents: remove all effects. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 2: **Alert Nullification** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). All opponents: remove all effects; reduce Damage by 75% 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: **Super Distraction** (delay 0, cooldown 3, first priority). Highest damage opponent: remove dodge. All opponents: attack 1.5x. Highest HP opponent: damage over time 25% per turn for 2 turns. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks. All opponents: reduce Damage by 50% for 1 turn, 2 attacks.
  - Counter: **Alert Counter Distraction** (delay 0, cooldown 0). Attacker: reduce Damage by 10% for 2 turns, 4 attacks.
  - Counter: **Alert Counter Distraction** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Attacker: reduce Damage by 15% for 2 turns, 4 attacks.
  - Swap-in: **Swap in Distraction** (delay 0, cooldown 0). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks. 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).
- **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.
- **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.
