# 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 Mortem Rex 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):
- Monday: Mortem Rex

Bosses in this file:
- Mortem Rex (Apex, 7 community strategies): https://jwaedge.com/raids.md?boss=mortem-rex

## Mortem Rex

Apex raid boss · Monday · Boss level 30 · 2 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=mortem-rex · This boss only: https://jwaedge.com/raids.md?boss=mortem-rex

### Mortem Rex: boss rounds

#### Round 1: HP 41,782 · Damage 3,342 · Speed 108 · Armor 0% · Crit 40% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Stun 100%, Vulnerability 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt, Armor reduction.
- Move 1: **Primal Tail Whip** (delay 0, cooldown 0). All opponents: destroy shields; bypass armor, attack 1x.
- Move 2: **Defense Shattering Rampage** (delay 0, cooldown 0). Highest HP opponent: destroy shields; bypass armor, attack 2x.
- Move 3: **Cleansing Random Shattering Strike** (delay 0, cooldown 0). Self: cleanse all negative effects. Random opponent: destroy shields. Highest damage opponent: bypass armor, attack 1x.

#### Round 2: HP 41,782 · Damage 3,342 · Speed 108 · Armor 0% · Crit 40% × 1.25
Resistances: same as round 1.
- Move 1: **Cleansing Primal Tail Whip** (delay 0, cooldown 0). Self: cleanse all negative effects. All opponents: destroy shields; bypass armor, attack 1x.
- Move 2: **Defense Shattering Rampage** (delay 0, cooldown 0). Highest HP opponent: destroy shields; bypass armor, attack 2x.
- Move 3: **Defense Shattering Impact** (delay 0, cooldown 0). Lowest HP opponent: destroy shields; bypass armor, attack 1.5x.

### Mortem Rex: minions

#### Counter-Attack Minion (level 29)
Round 1: HP 4,992 · Damage 1,881 · Speed 123 · 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.

#### Damage Minion (level 29)
Round 1: HP 3,183 · Damage 2,170 · Speed 161 · 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: **Group Strike** (delay 0, cooldown 0). All opponents: attack 1x.
- Move 2: **High Pounce** (delay 0, cooldown 1). Highest damage opponent: attack 2x; reduce Damage by 50% for 1 turn, 2 attacks.

### Mortem Rex: community strategies (7)

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

#### Strategy 1

By Ion Water, Rexsalamanca · via JWA Rocks · written for game 2.9 · 6 turns over 2 rounds. Original: https://jwa.rocks/images/raids/MortemRex3.png · Video: https://youtu.be/r2cOwm5-DoE

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

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 3343 (4179); Damage: 1800
- P2 Irritator: Health: 3343 (4179)
- P3 Thylacotator: Health: 3343 (4179)
- P4 Ardentismaxima: Health: 6685 (8358); Damage: 1665

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thylacotator: Deliberate Prowl (move 2) | P4 Ardentismaxima: Group Decelerating Rampage (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thylacotator: Rending Takedown (move 3) | P4 Ardentismaxima: Taunt Shattering Rampage (move 3) [not in its current moves]
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thylacotator: Deliberate Prowl (move 2) | P4 Ardentismaxima: Resilient Strike (move 1) [not in its current moves]
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thylacotator: Rending Takedown (move 3) | P4 Ardentismaxima: Group Decelerating Rampage (move 2)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thylacotator: Deliberate Prowl (move 2) | P4 Ardentismaxima: Taunt Shattering Rampage (move 3) [not in its current moves]
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thylacotator: Rending Takedown (move 3) | P4 Ardentismaxima: Resilient Strike (move 1) [not in its current moves]

Notes:
- Use health values in parentheses to allow for boss critical hits. The lower values assume no boss crits.
- Ardentismaxima can be replaced by Geminititan, though the original favors Ardentismaxima’s critical chance.
- At minimum health, Thylacotator depends on dodge and avoiding the random hit on turn 5. Restart if it is knocked out. Boss critical hits can also knock out Irritator.

#### Strategy 2

via JWA Rocks · written for game 2.12 · 5 turns over 2 rounds. Original: https://jwa.rocks/images/raids/5turns_mortem_indo.png

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

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4178+; Damage: 2090+; Speed: 1st
- P2 Irritator: Health: 4178+; Speed: 2nd
- P3 Thoradolosaur: Health: 4178+; Damage: 2765+; Speed: 3rd
- P4 Indotaurus: Level: 30; Health: 7065+; Damage: 2042+; Speed: 4th

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 Indotaurus: Intimidating Impact (move 2)
- Turn 2 (Round 1): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Indotaurus: Revenge Taunting Cloak (move 4)
- Turn 3 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Irritator: Group Takedown (move 3) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Indotaurus: Intimidating Impact (move 2)
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Irritator: Ready to Crush (move 2) | P3 Thoradolosaur: Fierce Rampage (move 3) | P4 Indotaurus: Cleansing Rampage (move 3)
- Turn 5 (Round 2): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Irritator: Defense Shattering Strike (move 1) | P3 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P4 Indotaurus: Intimidating Impact (move 2)

Notes:
- Indotaurus must dodge on round 1, turn 2; this plan depends on that outcome.
- With unboosted Indotaurus damage, Thoradolosaur needs at least 2,924 damage.

#### Strategy 3

By JurricaneYT · via JWA Rocks · written for game 2.11 · 6 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Mortem_vs_boa.png

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

Team (player slot, creature, minimum requirements):
- P1 Hydra Boa: Level: Base; slowest
- P2 Mortem Rex: Damage 3,183
- P3 Refrenantem: Level: Base
- P4 Tuoramoloch: Health: 5000; Damage: 2000

Turn by turn:
- Turn 1 (Round 1): P1 Hydra Boa: Slippery Alert | P2 Mortem Rex: Roar | P3 Refrenantem: Alert Nullification | P4 Tuoramoloch: Group Acceleration
- Turn 2 (Round 1): P1 Hydra Boa: Fabled Fangs | P2 Mortem Rex: Alert Fatal Strike | P3 Refrenantem: Super Distraction | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 3 (Round 1): P1 Hydra Boa: Slippery Alert | P2 Mortem Rex: Fierce Rampage | P3 Refrenantem: Cunning Strike | P4 Tuoramoloch: Group Acceleration
- Turn 4 (Round 2): P1 Hydra Boa: Slippery Alert | P2 Mortem Rex: Roar | P3 Refrenantem: Alert Nullification | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 5 (Round 2): P1 Hydra Boa: Instant Nullifying Strike | P2 Mortem Rex: Alert Fatal Strike | P3 Refrenantem: Super Distraction | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 6 (Round 2): P1 Hydra Boa: Fabled Fangs | P2 Mortem Rex: Fierce Rampage | P3 Refrenantem: Cunning Rampage | P4 Tuoramoloch: Group Acceleration

#### Strategy 4

By Seraph, Irritator Income Alliance · via JWA Rocks · written for game 2.9 · 6 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Mortem_Rex_3.png

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

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4500; Damage: 1800
- P2 Tryostronix: Health: 4500
- P3 Tenontorex: Health: 6300; Damage: 2500
- P4 Thoradolosaur: Damage: 2500

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Tenontorex: Distracting Impact [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Tenontorex: Resilient Strike | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Tenontorex: Group Shattering Rampage | P4 Thoradolosaur: Fierce Strike
- Turn 4 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Tryostronix: Ready to Crush | P3 Tenontorex: Lesser Group Heal [not in its current moves] | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tryostronix: Fierce Rampage | P3 Tenontorex: Distracting Impact [not in its current moves] | P4 Thoradolosaur: Fierce Rampage
- Turn 6 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tryostronix: Defense Shattering Strike | P3 Tenontorex: Group Shattering Rampage | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]

Notes:
- Thoradolosaur can use as little as 2,300 damage, but lower damage may require critical hits.
- Tenontorex below the health minimum can be knocked out by a critical hit on turn 2.

#### Strategy 5

By Eastcoast, Cheunghn · via JWA Rocks · written for game 2.9 · 8 turns over 2 rounds. Original: https://jwa.rocks/images/raids/MortemRexGorgotrebax.png

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

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Level 30; Health 5,226; Damage 1,736; Fastest
- P2 Indoraptor Gen 2: Level 18+; Health 2,705; Damage 1,005; Second fastest
- P3 Gorgotrebax: Level 26; Health 4,500; Damage 1,600; Fourth fastest
- P4 Thoradolosaur: Level 30; Damage 2,233

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Gorgotrebax: Group Accelerate Cunning Strike | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Group Instant Distraction [not in its current moves] | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 1): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Cautious Impact | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Gorgotrebax: Group Accelerate Cunning Strike | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Cautious Impact | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Group Instant Distraction [not in its current moves] | P4 Thoradolosaur: Fierce Rampage
- Turn 7 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Indoraptor Gen 2: Mutual Fury | P3 Gorgotrebax: Group Accelerate Cunning Strike | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 8 (Round 2): P1 Tuoramoloch: no move listed | P2 Indoraptor Gen 2: Cautious Strike | P3 Gorgotrebax: Revenge Nullifying Rampage | P4 Thoradolosaur: Fierce Rampage

#### Strategy 6

By Yatogami, Tokisaki · via JWA Rocks · written for game 2.9 · 13 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Mortem_Rex_Strats_13steps.png

Rounds: Round 1 = turns 1 to 6; Round 2 = turns 7 to 13.

Team (player slot, creature, minimum requirements):
- P1 Poukandactylus: Level 21+
- P2 Poukandactylus: Level 21+
- P3 Thoradolosaur: Health 6,267+ (5,431 with more critical-hit risk); Damage 2,575+
- P4 Tuoramoloch: Health 6,267+ (5,431 with more critical-hit risk); Damage 2,089+

Turn by turn:
- Turn 1 (Round 1): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Group Acceleration
- Turn 2 (Round 1): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 3 (Round 1): P1 Poukandactylus: Sideflap | P2 Poukandactylus: Sideflap | P3 Thoradolosaur: Fierce Strike | P4 Tuoramoloch: Group Superiority [not in its current moves]
- Turn 4 (Round 1): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 5 (Round 1): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Strike | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 6 (Round 1): P1 Poukandactylus: Sideflap | P2 Poukandactylus: Sideflap | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Group Acceleration
- Turn 7 (Round 2): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 8 (Round 2): P1 Poukandactylus: Sideflap | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 9 (Round 2): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Group Superiority [not in its current moves]
- Turn 10 (Round 2): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Greater Emergency Heal [not in its current moves]
- Turn 11 (Round 2): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Tuoramoloch: Group Acceleration
- Turn 12 (Round 2): P1 Poukandactylus: Group Instant Distraction [not in its current moves] | P2 Poukandactylus: Group Instant Distraction [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Tuoramoloch: Lesser Group Heal [not in its current moves]
- Turn 13 (Round 2): P1 Poukandactylus: Fearless Flap | P2 Poukandactylus: Fearless Flap | P3 Thoradolosaur: no move listed | P4 Tuoramoloch: Group Superiority [not in its current moves]

Notes:
- Only one of Tuoramoloch and Thoradolosaur needs the higher health requirement; the other must still have at least 4,200 health.
- If Tuoramoloch or Thoradolosaur is knocked out on round 2, turn 4, continue the remaining sequence.

#### Low-End Rend

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.1 · 3 turns over 2 rounds. Original: https://jwa.rocks/images/raids/HydraBoa_7.png

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

Team (player slot, creature, minimum requirements):
- P1 Indolycan: Level: 26+; Speed: *Notes*
- P2 Thylos Intrepidus: Level: 21+; Speed: *Notes*
- P3 Rexy: Level 20+
- P4 Rexy: Level 20+

Turn by turn:
- Turn 1 (Round 1): P1 Indolycan: Distracting Devour Impact | P2 Thylos Intrepidus: Crushing Prowl | P3 Rexy: Dominant Roar | P4 Rexy: Dominant Roar
- Turn 2 (Round 1): P1 Indolycan: Cautious Disarming Strike | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Indolycan: Cloak of Rage | P2 Thylos Intrepidus: Dual Rending Assault | P3 Rexy: Alert Fierce Strike | P4 Rexy: Alert Fierce Strike

Notes:
- With Indolycan at 130 speed, keep Thylos at 139 speed or less. Faster Thylos requires Indolycan at 132+ speed.

## 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).
- **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.
- **Hydra Boa** (Apex, Cunning): https://jwaedge.com/creatures/hydra-boa
  - Move 1: **Instant Nullifying Strike** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1x.
  - Move 2: **Slippery Alert** (delay 0, cooldown 2). Self: cleanse all negative effects; 50% chance to dodge 66.7% of damage for 2 turns, 2 attacks; increase Crit Chance by 50% for 2 turns, 2 attacks. Most positive effects opponent: reduce all resistance by 33% for 2 turns, 4 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 2: **Slippery Alert** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). Self: cleanse all negative effects; 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks; increase Crit Chance by 75% for 2 turns, 2 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Precise Distracting Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass dodge, attack 1.5x; reduce Damage by 50% for 1 turn, 2 attacks.
  - Move 4: **Fabled Fangs** (delay 0, cooldown 3, first priority). Highest damage opponent: bypass dodge, attack 1.5x. Highest HP opponent: damage over time 40% per turn for 2 turns.
  - Counter: **Alert Deception** (delay 0, cooldown 0). Self: increase Damage by 15% for 2 turns, 2 attacks.
  - Counter: **Alert Deception** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: increase Damage by 25% for 2 turns.
  - On-escape: **Constricting Rampage** (delay 0, cooldown 0). Attacker: attack 2x. Self: cleanse damage reduction; heal 1x damage.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **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).
- **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.
- **Indotaurus** (Unique, Fierce): https://jwaedge.com/creatures/indotaurus
  - 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: **Intimidating Impact** (delay 0, cooldown 1). Lowest HP opponent: destroy shields. Highest HP opponent: bypass armor, attack 1.5x; vulnerable 50% for 1 turn, 2 attacks.
  - Move 3: **Cleansing Rampage** (delay 1, cooldown 2). Self: cleanse all negative effects. Highest HP opponent: attack 2x.
  - Move 4: **Revenge Taunting Cloak** (delay 0, cooldown 3, first priority). Self: cloak: 75% chance to dodge 66.67%, next attack 2x for 2 turns; taunt for 1 turn.
  - Move 4: **Revenge Taunting Cloak** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 3, first priority). Self: cloak: 75% chance to dodge 66.67%, next attack 2.5x for 2 turns; taunt for 1 turn.
  - Counter: **Greater Rending Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Highest HP opponent: bypass armor, deal 33.41% of max HP as damage (rend).
  - On-escape: **Pesky Alert** (delay 0, cooldown 0). Self: cloak: 75% chance to dodge 66.67%, next attack 2x for 2 turns.
  - On-escape: **Pesky Alert** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: cloak: 75% chance to dodge 66.67%, next attack 2.5x for 2 turns.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Irritator** (Rare, Fierce): https://jwaedge.com/creatures/irritator
  - Move 1: **Defense Shattering Strike** (delay 0, cooldown 0). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1x.
  - Move 2: **Ready to Crush** (delay 0, cooldown 2). All allies: cleanse crit reduction; cleanse damage reduction; increase Crit Chance by 30% for 4 turns, 2 attacks; increase Damage by 50% for 4 turns, 2 attacks.
  - Move 3: **Group Takedown** (delay 1, cooldown 2, first priority). All allies: remove damage reduction; cleanse crit reduction; increase Damage by 50% for 2 turns, 1 attack.
- **Mortem Rex** (Apex, Fierce): https://jwaedge.com/creatures/mortem-rex
  - Move 1: **Alert Fatal Strike** (delay 0, cooldown 0). Self: cleanse vulnerability. Lowest HP opponent: destroy shields; bypass armor, attack 1x.
  - Move 1: **Alert Fatal Strike** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 0). Self: cleanse all negative effects. Lowest HP opponent: destroy shields. Highest HP opponent: bypass armor, deal 60% of max HP as damage (rend).
  - Move 2: **Afflicting Lockdown Impact** (delay 0, cooldown 3). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x; reduce all resistance by 100% for 1 attack; prevent swap for 2 turns. Self: cannot swap for 2 turns.
  - Move 3: **Fierce Rampage** (delay 1, cooldown 1). Self: cleanse vulnerability. Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
  - Move 4: **Roar** (delay 0, cooldown 2, first priority). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x. All allies: increase Damage by 50% for 3 turns, 2 attacks.
- **Poukandactylus** (Unique, Cunning + Fierce): https://jwaedge.com/creatures/poukandactylus
  - Move 1: **Sideflap** (delay 0, cooldown 0, first priority). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 1 turn, 2 attacks; increase Speed by 10% for 2 turns; taunt for 1 turn.
  - Move 2: **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 3: **Fearless Flap** (delay 0, cooldown 2). Self: cleanse all negative effects; 100% chance to dodge 67% of damage for 2 turns, 4 attacks; increase Speed by 10% for 2 turns. All opponents: remove dodge; remove damage increase; remove speed increase; reduce Damage by 50% for 2 turns, 2 attacks; attack 1.25x.
  - Move 4: **Group Instant Distracting Vulnerability** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 100% for 1 turn, 2 attacks; vulnerable 50% for 2 turns, 2 attacks.
  - Counter: **Defense Shattering Counter** (delay 0, cooldown 0). Attacker: destroy shields; bypass armor, attack 1x.
  - Swap-in: **Stuck Landing** (delay 0, cooldown 0). Self: 100% chance to dodge 100% of damage for 1 turn, 2 attacks; cannot swap for 2 turns.
  - On-escape: **Obstruction to Flight** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn. Self: cleanse all negative effects; increase Speed by 10% for 1 turn; increase Crit Chance by 25% for 2 turns, 1 attack.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **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).
- **Tenontorex** (Unique, Wildcard): https://jwaedge.com/creatures/tenontorex
  - 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: **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 3: **Group Shattering Rampage** (delay 1, cooldown 2). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 2x.
  - Move 4: **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.
- **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.
- **Thylacotator** (Epic, Wildcard): https://jwaedge.com/creatures/thylacotator
  - 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: **Deliberate Prowl** (delay 0, cooldown 0). 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.
  - Move 3: **Rending Takedown** (delay 1, cooldown 1). Highest HP opponent: destroy shields; bypass armor, deal 60% of max HP as damage (rend).
  - Move 4: **Maiming Wound** (delay 0, cooldown 2). Highest HP opponent: attack 1x; damage over time 40% per turn for 2 turns.
  - 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.
- **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).
- **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.
