# 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 Meiolania 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: Meiolania

Bosses in this file:
- Meiolania (Rare, 2 community strategies): https://jwaedge.com/raids.md?boss=meiolania

## Meiolania

Rare raid boss · Saturday · Boss level 8 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 10; boosts per stat ≤ 0 health, 0 damage, 0 speed.
Page: https://jwaedge.com/raids?boss=meiolania · This boss only: https://jwaedge.com/raids.md?boss=meiolania

### Meiolania: boss rounds

#### Round 1: HP 3,947 · Damage 342 · Speed 105 · Armor 50% · Crit 5% × 1.25
Resistances: Damage over time 70%, Damage reduction 50%, Rend 70%, Speed reduction 80%, Stun 100%, Vulnerability 50%, Armor reduction 85%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Taunt.
- Move 1: **Steady Group Vulnerability Strike** (delay 0, cooldown 0). All opponents: attack 1x. Highest HP opponent: vulnerable 50% for 1 turn, 2 attacks.
- Move 2: **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.
- Move 3: **Devastation** (delay 2, cooldown 1). Highest HP opponent: bypass dodge, attack 3x. Self: taunt for 1 turn.

#### Round 2: HP 3,947 · Damage 342 · Speed 105 · Armor 50% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Vulnerability Impact** (delay 0, cooldown 1). Highest HP opponent: attack 1.5x; vulnerable 50% for 2 turns, 2 attacks.
- Move 2: **Group Superior Vulnerability** (delay 0, cooldown 0). Self: cleanse damage reduction. All opponents: reduce Speed by 75% for 2 turns. Lowest HP opponent: bypass dodge, attack 1x. Fastest opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 3: **Group Devastation** (delay 0, cooldown 0). All opponents: bypass dodge, attack 3x.

### Meiolania: community strategies (2)

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

#### Strategy 1

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.0 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Meiolania_1.png

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

Team (player slot, creature, minimum requirements):
- P1 Megalania: Level: 1+
- P2 Megalania: Level: 1+
- P3 Megalania: Level: 1+
- P4 Megalania: Level: 1+

Turn by turn:
- Turn 1 (Round 1): P1 Megalania: Devious Impact | P2 Megalania: Devious Impact | P3 Megalania: Devious Impact | P4 Megalania: Devious Impact
- Turn 2 (Round 2): P1 Megalania: Degenerating Strike | P2 Megalania: Degenerating Strike | P3 Megalania: Degenerating Strike | P4 Megalania: Degenerating Strike

#### Strategy 2

By EDUARDO · via JWA Rocks · written for game 3.1 · 4 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Meiolania_2.png

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

Team (player slot, creature, minimum requirements):
- P1 Megalania: Level: 10; Health: 1500

Turn by turn:
- Turn 1 (Round 1): P1 Megalania: Devious Impact
- Turn 2 (Round 1): P1 Megalania: Overwhelming Impact
- Turn 3 (Round 2): P1 Megalania: Devious Impact
- Turn 4 (Round 2): P1 Megalania: Degenerating Strike

Notes:
- The 1,500-health requirement refers to Megalania after the raid’s stat balancing.
- A critical hit in round 2 can finish the fight sooner.

## 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).

- **Megalania** (Omega, Cunning + Fierce): https://jwaedge.com/creatures/megalania
  - Move 1: **Degenerating Strike** (delay 0, cooldown 0). Lowest HP opponent: attack 1x; reduce all resistance by 20% for 3 turns, 6 attacks.
  - Move 2: **Devious Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass armor, attack 1.5x; reduce all resistance by 40% for 1 turn, 2 attacks. Highest HP opponent: damage over time 33.41% per turn for 3 turns. Lowest HP opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Overwhelming Impact** (delay 0, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 2 turns; reduce all resistance by 40% for 1 turn, 2 attacks; stun 75% chance for 1 turn; damage over time 20% per turn for 2 turns.
  - Move 4: **Lockdown Pressure** (delay 0, cooldown 2). Lowest HP opponent: reduce all resistance by 40% for 1 turn, 2 attacks; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 4 attacks; reduce Speed by 50% for 2 turns; prevent swap for 2 turns. Self: prevent swap for 2 turns.
  - Swap-in: **Minor Degenerating Swap in Strike** (delay 0, cooldown 0). Lowest HP opponent: attack 0.5x; reduce all resistance by 20% for 3 turns, 6 attacks.
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
