# 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 Parasauthops 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: rotating slot, one of Parasauthops each week

Bosses in this file:
- Parasauthops (Unique, 4 community strategies): https://jwaedge.com/raids.md?boss=parasauthops

## Parasauthops

Unique raid boss · Rotating Thursday boss · Boss level 24 · 3 rounds · up to 4 players · 2 minions.
Raid limits: creature level ≤ 25; boosts per stat ≤ 15 health, 15 damage, 15 speed.
Takes turns with other bosses in a rotating Thursday raid slot. Check the in-game Raid Hub to see which boss is live this week.
Page: https://jwaedge.com/raids?boss=parasauthops · This boss only: https://jwaedge.com/raids.md?boss=parasauthops

### Parasauthops: boss rounds

#### Round 1: HP 15,781 · Damage 1,632 · Speed 128 · Armor 0% · Crit 20% × 1.25
Resistances: Damage over time 70%, Damage reduction 75%, Rend 80%, Speed reduction 50%, Stun 100%, Vulnerability 35%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Taunt, Armor reduction.
- Move 1: **Random Cunning Impact** (delay 0, cooldown 0). Self: cleanse damage over time. Random opponent: 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: **Resilient Impact Revenge** (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 1.5x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 2: **Resilient Impact Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). 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, 2 attacks.
- Move 3: **Emergency Regroup** (delay 0, cooldown 0, first priority). Self: cleanse damage reduction. All allies: heal 1.5x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks.
- Move 4: **Fierce Cleansing 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.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 15,781 · Damage 1,632 · Speed 128 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 1.
- Move 1: **Group Fierce Impact** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 1.5x.
- Move 2: **Emergency Regroup** (delay 0, cooldown 0, first priority). Self: cleanse damage reduction. All allies: heal 1.5x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks.
- Move 3: **Revenge Group Cunning Strike** (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1.5x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 3: **Revenge Group Cunning Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). All opponents: remove damage increase; remove crit increase; reduce Damage by 50% for 2 turns, 3 attacks; attack 1x. Most positive effects opponent: reduce Crit Chance by 100% for 2 turns. Self: cleanse damage over time.
- Move 4: **Resilient Vulnerability Rampage** (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 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 15,781 · Damage 1,632 · Speed 128 · Armor 0% · Crit 20% × 1.25
Resistances: same as round 2.
- Move 1: **Regroup** (delay 0, cooldown 0). Self: cleanse damage reduction. All allies: heal 2x damage; cleanse all negative effects; shield 50% for 2 turns, 4 attacks.
- Move 2: **Resilient Rampage Revenge** (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 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
- Move 2: **Resilient Rampage Revenge** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0). Self: remove damage reduction. All opponents: 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: **Group Fierce Impact** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. All opponents: bypass armor, attack 1.5x.
- Move 4: **Random Cunning Strike** (delay 0, cooldown 0). Self: cleanse damage over time. Random opponent: remove crit increase. Highest damage opponent: reduce Crit Chance by 100% for 1 turn, 2 attacks; remove damage increase. Random opponent: reduce Damage by 50% for 1 turn, 2 attacks. Lowest HP opponent: attack 1x.
- Counter: **Power Heal** (delay 0, cooldown 0). Self: cleanse damage reduction; heal 0.3x damage.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Parasauthops: minions

#### Counter-Attack Minion (level 23)
Round 1: HP 3,650 · Damage 1,235 · 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.

#### Dot Minion (level 23)
Round 1: HP 4,379 · Damage 835 · Speed 120 · 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: **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: **Lethal Wound** (delay 0, cooldown 2). Highest HP opponent: attack 1x; damage over time 33.41% per turn for 3 turns.

### Parasauthops: community strategies (4)

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

#### Strategy 1

By Tommy, Ken, Team Chaos Theory · via JWA Rocks · written for game 2.22 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops.jpg

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

Team (player slot, creature, minimum requirements):
- P1 Rexy: Level 20+; Damage 2,114; Fastest
- P2 Rexy: Level 20+; Damage 2,114; Second fastest
- P3 Rexy: Level 20
- P4 Rexy: Level 20

Turn by turn:
- Turn 1 (Round 1): P1 Rexy: Defense Shattering Revenge | P2 Rexy: Defense Shattering Revenge | P3 Rexy: Dominant Roar | P4 Rexy: Dominant Roar
- Turn 2 (Round 2): P1 Rexy: Dominant Roar | P2 Rexy: Dominant Roar | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 3): P1 Rexy: Defense Shattering Revenge | P2 Rexy: Defense Shattering Revenge | P3 Rexy: Defense Shattering Revenge | P4 Rexy: Defense Shattering Revenge

Notes:
- Restart if the random hit on round 1, turn 1 targets player 1 or 2.
- One of the last two Rexys may be knocked out in round 2; continue with the surviving team.

#### Strategy 2

By Kiko’s shadow, DinoZone, Avery, Cosmic Raptors · via JWA Rocks · written for game 2.17 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops_raid_1.png

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

Team (player slot, creature, minimum requirements):
- P1 Entelochops: Level: 16+; Speed: slower than 129
- P2 Thoradolosaur: Damage: 1950+; Speed: not 1st
- P3 Thylacotator: Level: 19+
- P4 Thylacotator: Level: 19+

Turn by turn:
- Turn 1 (Round 1): Boss: Random Cunning Impact | P1 Entelochops: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Thylacotator: Maiming Wound | P4 Thylacotator: Maiming Wound
- Turn 2 (Round 2): Boss: Group Fierce Impact | P1 Entelochops: Revenge Shattering Rampage | P2 Thoradolosaur: Fierce Rampage | P3 Thylacotator: Deliberate Prowl | P4 Thylacotator: Deliberate Prowl
- Turn 3 (Round 3): Boss: Emergency Regroup | P1 Entelochops: Mutual Fury | P2 Thoradolosaur: Cleansing Group Destroyer | P3 Thylacotator: Rending Takedown | P4 Thylacotator: Rending Takedown

Notes:
- The Mutual Fury support can be knocked out after round 1 without ending the plan.

#### Strategy 3

By SleeplessHunters, Rawr, HeatherH, chuka, Rwill21 · via JWA Rocks · written for game 2.11 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops3.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 Entelochops: Level: 13+
- P2 Thoradolosaur: Damage: see index; Speed: 114+
- P3 Diloranosaurus: Level: 16+
- P4 Geminititan: Level: 21+; Damage: see index

Turn by turn:
- Turn 1 (Round 1): P1 Entelochops: Mutual Fury (move 3) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diloranosaurus: Cunning Impact | P4 Geminititan: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Entelochops: Revenge Shattering Rampage (move 4) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diloranosaurus: Greater Emergency Heal | P4 Geminititan: Group Instant Invincibility (move 4)
- Turn 3 (Round 2): P1 Entelochops: Mutual Fury (move 3) | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Diloranosaurus: Cunning Impact | P4 Geminititan: Definite Shield Advantage
- Turn 4 (Round 2): P1 Entelochops: Revenge Shattering Rampage (move 4) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diloranosaurus: Lesser Group Heal (move 3) | P4 Geminititan: Resilient Strike (move 1)
- Turn 5 (Round 3): P1 Entelochops: Mutual Fury (move 3) | P2 Thoradolosaur: Group Shattering Impact [not in its current moves] | P3 Diloranosaurus: Cunning Impact | P4 Geminititan: Group Decelerating Rampage
- Turn 6 (Round 3): P1 Entelochops: Revenge Decelerating Impact | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diloranosaurus: Cunning Strike | P4 Geminititan: Definite Shield Advantage

Notes:
- Damage combinations for level-13 Entelochops and level-16 Diloranosaurus: Thor 1,945 / Gemini 1,330; Thor 2,291 / Gemini level 21; or Thor 2,020 / Gemini level 25.
- The source lists level-16 Enteloceros and Indoraptor Gen 2 as alternatives to Entelochops; confirm the matching move sequence before substituting.

#### Strategy 4

via JWA Rocks · written for game 2.11 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Parasauthops4.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 Bajatonodon: Level: 20
- P2 Enteloceros: Level: 16
- P3 Thylacotator: Level: 20
- P4 Thoradolosaur: Level: 25

Turn by turn:
- Turn 1 (Round 1): P1 Bajatonodon: Lesser Group Heal [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thylacotator: Maiming Wound | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 2 (Round 1): P1 Bajatonodon: Group Instant Invincibility [not in its current moves] | P2 Enteloceros: Revenge Shattering Rampage [not in its current moves] | P3 Thylacotator: Deliberate Prowl | P4 Thoradolosaur: Fierce Rampage
- Turn 3 (Round 2): P1 Bajatonodon: Resilient Strike [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thylacotator: Deliberate Prowl | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 4 (Round 2): P1 Bajatonodon: Lesser Group Heal [not in its current moves] | P2 Enteloceros: Superiority Strike | P3 Thylacotator: Rending Takedown | P4 Thoradolosaur: Fierce Rampage
- Turn 5 (Round 3): P1 Bajatonodon: Greater Emergency Heal [not in its current moves] | P2 Enteloceros: Mutual Fury | P3 Thylacotator: Maiming Wound | P4 Thoradolosaur: Group Shattering Impact [not in its current moves]
- Turn 6 (Round 3): P1 Bajatonodon: Group Instant Invincibility [not in its current moves] | P2 Enteloceros: Revenge Shattering Rampage [not in its current moves] | P3 Thylacotator: Rending Takedown | P4 Thoradolosaur: Fierce Rampage

## 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).

- **Bajatonodon** (Legendary, Resilient): https://jwaedge.com/creatures/bajatonodon
  - Move 1: **Protect the Herd** (delay 0, cooldown 0). All allies: 75% chance to dodge 66.7% of damage for 2 turns, 4 attacks; increase Armor by 25% for 2 turns; shield 25% for 2 turns, 4 attacks; cleanse damage over time. Lowest HP opponent: attack 1x.
  - Move 2: **Group Heal** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 1.5x damage; cleanse all negative effects.
  - Move 3: **Alert Team Protection** (delay 0, cooldown 2). All allies: increase Healing by 25% for 2 turns. Fastest opponent: attack 1.5x.
  - Move 3: **Alert Team Protection** [threatened version: used while its HP is ≤ 50%] (delay 0, cooldown 2, first priority). All allies: shield 100% for 2 turns, 1 attack.
  - Move 4: **Resilient Group Rampage** (delay 1, cooldown 2). Self: remove damage reduction. All opponents: 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, 1 attack.
  - Counter: **Exposing Counter** (delay 0, cooldown 0). Attacker: vulnerable 50% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Diloranosaurus** (Legendary, Cunning): https://jwaedge.com/creatures/diloranosaurus
  - 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: **Cunning Impact** (delay 0, 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 1.5x.
  - Move 3: **Lesser Group Heal** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 1x damage; cleanse all negative effects.
  - Move 4: **Greater Emergency Heal** (delay 0, cooldown 2, first priority). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage; cleanse all negative effects.
- **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.
- **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.
- **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.
- **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.
