# 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 Pteranokyrie 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: Pteranokyrie

Bosses in this file:
- Pteranokyrie (Apex, 2 community strategies): https://jwaedge.com/raids.md?boss=pteranokyrie

## Pteranokyrie

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

### Pteranokyrie: boss rounds

#### Round 1: HP 30,640 · Damage 2,127 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: Crit reduction 50%, Damage over time 90%, Damage reduction 50%, Rend 85%, Speed reduction 100%, Stun 90%, Vulnerability 20%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Intimidating Echelon** (delay 0, cooldown 0). All allies: increase Speed by 50% for 2 turns. All opponents: reduce Speed by 50% for 2 turns.
- Move 2: **Shattering Devour Impact** (delay 0, cooldown 0). Self: cleanse all negative effects. Highest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 40% over 2 turns.
- Move 3: **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.
- Move 4: **Avian Graze** (delay 0, cooldown 0). All opponents: attack 1x.

#### Round 2: HP 30,640 · Damage 2,127 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Intimidating Echelon** (delay 0, cooldown 0). All allies: increase Speed by 50% for 2 turns. All opponents: reduce Speed by 50% for 2 turns.
- Move 2: **Resilient Healing Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Highest damage opponent: remove dodge. Most positive effects opponent: remove cloak. Fastest opponent: remove speed increase. Highest damage opponent: attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks. All allies: heal 1x damage; cleanse all negative effects.
- Move 3: **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 3: **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 4: **Avian Gust** (delay 0, cooldown 0). Self: increase Speed by 20% for 2 turns, 4 attacks. All allies: increase Damage by 30% for 2 turns, 4 attacks. All opponents: attack 1x.

#### Round 3: HP 30,640 · Damage 2,127 · Speed 135 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 2.
- Move 1: **Intimidating Echelon** (delay 0, cooldown 0). All allies: increase Speed by 50% for 2 turns. All opponents: reduce Speed by 50% for 2 turns.
- Move 2: **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 3: **Revenge Debilitating Distraction** (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 50% for 1 turn, 2 attacks.
- Move 3: **Revenge Debilitating Distraction** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 0, first priority). All opponents: reduce Damage by 75% for 2 turns, 4 attacks.
- Move 4: **Avian Gale** (delay 0, cooldown 0). Self: increase Speed by 20% for 2 turns, 4 attacks. All allies: increase Damage by 30% for 2 turns, 4 attacks. All opponents: attack 1.5x.

### Pteranokyrie: minions

#### Defense Shattering Minion (level 29)
Round 1: HP 5,064 · Damage 1,910 · Speed 128 · 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: **Ferocious Strike** (delay 0, cooldown 3). Self: increase Damage by 50% for 3 turns, 6 attacks. Lowest HP opponent: attack 1x.
- 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.

#### Flying Tank Minion (level 29)
Round 1: HP 7,958 · Damage 1,447 · 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: **Rampage** (delay 0, cooldown 1). Lowest HP opponent: attack 2x.
- Move 3: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.

### Pteranokyrie: community strategies (2)

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

#### Strategy 1

By MrWazeer · via JWA Rocks · written for game 2.17 · 4 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Pteranokyrie_raid_1.png

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

Team (player slot, creature, minimum requirements):
- P1 Allodrigues: Level: 21+
- P2 Mortem Rex: Damage: 3000+
- P3 Mortem Rex: Damage: 2800+
- P4 Rexy: Level 16+; Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Allodrigues: Alert Peck (move 4) | P2 Mortem Rex: Roar (move 3) | P3 Mortem Rex: Roar (move 3) | P4 Rexy: Dominant Roar (move 3)
- Turn 2 (Round 2): P1 Allodrigues: Fierce Strike (move 1) | P2 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P3 Mortem Rex: Fierce Impact (move 2) [not in its current moves] | P4 Rexy: Fierce Devouring Rampage (move 4)
- Turn 3 (Round 2): P1 Allodrigues: Protective Alert (move 2) | P2 Mortem Rex: Fierce Rampage (move 4) | P3 Mortem Rex: Fierce Rampage (move 4) | P4 Rexy: Defense Shattering Revenge (move 2)
- Turn 4 (Round 3): P1 Allodrigues: Alert Peck (move 4) | P2 Mortem Rex: Roar (move 3) | P3 Mortem Rex: Roar (move 3) | P4 Rexy: Dominant Roar (move 3)

Notes:
- Alternative damage/level combinations (Mortem 1 / Mortem 2 / Rexy level): 3,000+ / 2,150+ / 22; 3,100+ / 2,150+ / 21; 3,300+ / 2,150+ / 20; or 3,450+ / 2,150+ / 19.

#### Strategy 2

By RaptorJoe, Dinomight50 · via JWA Rocks · written for game 2.20 · 3 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Pteranokyrie_raid_2.jpg

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

Team (player slot, creature, minimum requirements):
- P1 Allodrigues: Level: 21+
- P2 Thylos Intrepidus: Level: 21+; Speed: > Morts
- P3 Mortem Rex: Damage: 3184+
- P4 Mortem Rex: Damage: 3184+

Turn by turn:
- Turn 1 (Round 1): P1 Allodrigues: Alert Peck | P2 Thylos Intrepidus: Crushing Prowl | P3 Mortem Rex: Roar | P4 Mortem Rex: Roar
- Turn 2 (Round 2): P1 Allodrigues: Protective Alert | P2 Thylos Intrepidus: Dual Rending Assault | P3 Mortem Rex: Afflicting Lockdown Impact | P4 Mortem Rex: Afflicting Lockdown Impact
- Turn 3 (Round 3): P1 Allodrigues: Fierce Strike | P2 Thylos Intrepidus: Minor Rending Lockdown | P3 Mortem Rex: Fierce Rampage | P4 Mortem Rex: 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).

- **Allodrigues** (Unique, Cunning + Fierce): https://jwaedge.com/creatures/allodrigues
  - 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: **Protective Alert** (delay 0, cooldown 3). Self: cleanse all negative effects. All opponents: vulnerable 50% for 2 turns, 4 attacks; reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 2: **Protective Alert** [threatened version: used while its HP is ≤ 66%] (delay 0, cooldown 3). Self: heal 33.33% of max HP; cleanse all negative effects. All opponents: reduce Damage by 50% 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: **Alert Peck** (delay 0, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, deal 60% of max HP as damage (rend); remove damage increase; remove crit increase.
  - Move 4: **Alert Peck** [threatened version: used while its HP is ≤ 33%] (delay 1, cooldown 2). Lowest HP opponent: destroy shields; bypass armor, deal 40% of max HP as damage (rend); remove damage increase; remove crit increase.
  - On-escape: **Alert Roost** (delay 0, cooldown 0). Self: 75% chance to dodge 66.7% of damage for 2 turns, 2 attacks; increase Crit Chance by 100% for 2 turns, 2 attacks.
  - On-escape: **Alert Roost** [threatened version: used while its HP is ≤ 66%] (delay 0, cooldown 0). Self: 100% chance to dodge 67% of damage for 2 turns, 2 attacks; increase Crit Chance by 65% for 2 turns, 2 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.
- **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).
- **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).
