# 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 Paralititan 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):
- Thursday: Paralititan
- Sunday: Paralititan

Bosses in this file:
- Paralititan (Legendary, 0 community strategies): https://jwaedge.com/raids.md?boss=paralititan

## Paralititan

Legendary raid boss · Sunday & Thursday · Boss level 19 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 20; boosts per stat ≤ 10 health, 10 damage, 10 speed.
Page: https://jwaedge.com/raids?boss=paralititan · This boss only: https://jwaedge.com/raids.md?boss=paralititan

### Paralititan: boss rounds

#### Round 1: HP 14,572 · Damage 938 · Speed 109 · Armor 30% · Crit 5% × 1.25
Resistances: Damage over time 100%, Damage reduction 75%, Rend 80%, Stun 65%, Vulnerability 100%, Armor reduction 50%, Affliction 100%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt.
- Move 1: **Group Wounding Shields** (delay 0, cooldown 0, first priority). All opponents: damage over time 33% per turn for 2 turns; vulnerable 50% for 2 turns, 4 attacks; reduce Speed by 50% for 2 turns, 4 attacks. All allies: cleanse all negative effects; shield 50% for 3 turns, 8 attacks; increase Armor by 50% for 3 turns, 8 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: **Group Fortifying Impact** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; cleanse all negative effects. Highest HP opponent: attack 1.5x.
- Move 4: **Group Shattering Trample** (delay 0, cooldown 2). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 2x. All opponents: damage over time 25% per turn for 2 turns.

#### Round 2: HP 14,572 · Damage 938 · Speed 109 · Armor 30% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Group Resilient Wounding Strike** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge; remove cloak; remove speed increase; attack 1x; damage over time 33% per turn for 2 turns. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 2: **Taunting Heal Bellow** (delay 0, cooldown 2, first priority). Self: heal 2x damage; cleanse all negative effects; shield 50% for 1 turn, 4 attacks; taunt for 1 turn. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 3: **Vulnerable Wounding Rampage** (delay 1, cooldown 1). Self: cleanse damage reduction. Highest damage opponent: bypass dodge, attack 2x; vulnerable 50% for 2 turns, 1 attack. Highest HP opponent: damage over time 40% per turn for 2 turns.
- Move 4: **Group Shattering Trample** (delay 0, cooldown 2). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 2x. All opponents: damage over time 25% per turn for 2 turns.
- Counter: **Minor Wounding Counter** (delay 0, cooldown 0). Attacker: damage over time 10% per turn for 2 turns.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 14,572 · Damage 938 · Speed 109 · Armor 30% · Crit 5% × 1.25
Resistances: same as round 2.
- Move 1: **Cleansing Group Shield** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks; increase Armor by 25% for 2 turns, 4 attacks. Self: taunt for 1 turn. All opponents: attack 1x.
- Move 2: **Group Resilient Wounding Impact** (delay 0, cooldown 0). Self: remove damage reduction. All opponents: remove dodge; remove cloak; remove speed increase; attack 1.5x; damage over time 33% per turn for 2 turns. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack.
- Move 3: **Rampage Intervention** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 0.5x damage; shield 25% for 2 turns, 4 attacks. Highest damage opponent: bypass armor, attack 2x.
- Move 4: **Vulnerable Wounding Rampage** (delay 1, cooldown 1). Self: cleanse damage reduction. Highest damage opponent: bypass dodge, attack 2x; vulnerable 50% for 2 turns, 1 attack. Highest HP opponent: damage over time 40% per turn for 2 turns.
- Counter: **Lesser Wounding Counter** (delay 0, cooldown 0). Attacker: damage over time 20% per turn for 1 turn; vulnerable 50% for 2 turns, 4 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Paralititan: minions

#### Damage Minion (level 18)
Round 1: HP 1,861 · Damage 1,167 · Speed 143 · 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.

#### Distraction Minion (level 18)
Round 1: HP 2,923 · Damage 930 · Speed 133 · 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: **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: **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: **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.

### Paralititan: community strategies

No community strategy has been added for this boss yet.

