# 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 Refrenantem 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):
- Sunday: Refrenantem

Bosses in this file:
- Refrenantem (Apex, 3 community strategies): https://jwaedge.com/raids.md?boss=refrenantem

## Refrenantem

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

### Refrenantem: boss rounds

#### Round 1: HP 25,069 · Damage 2,339 · Speed 125 · Armor 0% · Crit 10% × 1.25
Resistances: Crit reduction 75%, Damage over time 85%, Damage reduction 90%, Rend 80%, Speed reduction 50%, Stun 90%, Vulnerability 35%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Swap prevention, Taunt, Armor reduction.
- Move 1: **Group Distraction Strike** (delay 0, cooldown 0). All opponents: reduce Damage by 75% for 2 turns, 4 attacks. 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: **Super Distraction** (delay 0, cooldown 0, first priority). Highest damage opponent: remove dodge. All opponents: attack 1x. Highest damage opponent: stun 25% chance for 1 turn. 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.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 2: HP 25,069 · Damage 2,339 · Speed 125 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **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 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: **Super Distraction** (delay 0, cooldown 0, first priority). Highest damage opponent: remove dodge. All opponents: attack 1x. Highest damage opponent: stun 25% chance for 1 turn. 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.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 25,069 · Damage 2,339 · Speed 125 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 2.
- Move 1: **Alert Nullification** (delay 0, cooldown 2, first priority). All opponents: remove all effects; reduce Damage by 75% for 2 turns, 4 attacks.
- Move 2: **Super Distraction** (delay 0, cooldown 0, first priority). Highest damage opponent: remove dodge. All opponents: attack 1x. Highest damage opponent: stun 25% chance for 1 turn. 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.
- Move 3: **Group Cunning Impact** (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 1.5x.
- 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.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Refrenantem: minions

#### Group Shattering Minion (level 29)
Round 1: HP 4,775 · Damage 1,244 · Speed 133 · Armor 15% · Crit 20% × 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 Defense Shattering Strike** (delay 0, cooldown 0). All opponents: destroy shields. Lowest HP opponent: bypass armor, attack 1x.
- Move 2: **Group Shattering Impact** (delay 0, cooldown 1). All opponents: destroy shields. Highest HP opponent: remove taunt; bypass armor, attack 1.5x.

#### Shield Minion (level 29)
Round 1: HP 9,550 · Damage 1,273 · Speed 136 · Armor 30% · 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: **Taunting Shields** (delay 0, cooldown 0). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
- Move 2: **Group Taunting Shields** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: taunt for 1 turn.
- Move 3: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.

### Refrenantem: community strategies (3)

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

#### Strategy 1

via JWA Rocks · written for game 2.10 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Refrenantem_6_steps_3.png · Video: https://youtu.be/tBaOXRiVbCY

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 Irritator: Health: 2400
- P2 Tuoramoloch: Damage: 2200; Speed: Faster than Thor
- P3 Thoradolosaur: Damage: 2200 *
- P4 Thoradolosaur: Damage: 2200 *

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

Notes:
- Thor damage must be no more than 107.5% of Tuoramoloch’s damage so the boss targets Tuoramoloch on round 1, turn 2. Hitting Thor instead breaks the plan.
- Thor needs 2,388 damage for a run with no critical hits. The listed 2,200-damage builds depend on crits.

#### Strategy 2

By Rexsalamanca · via JWA Rocks · written for game 2.9 · 12 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Refrenantem.png

Rounds: Round 1 = turns 1 to 4; Round 2 = turns 5 to 8; Round 3 = turns 9 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Health: 4500; Damage: 1800
- P2 Tenontorex: Health: 4500; Damage: 2400
- P3 Thoradolosaur: Health: 4500; Damage: 2500
- P4 Diorajasaur: Health: 3800

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Resilient Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Instant Invincibility Taunt
- Turn 3 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Lesser Group Heal [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Distracting Impact [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Resilient Rampage
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tenontorex: Resilient Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Instant Invincibility Taunt
- Turn 6 (Round 2): P1 Tuoramoloch: Greater Emergency Heal [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Resilient Rampage
- Turn 7 (Round 2): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Lesser Group Heal [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 8 (Round 2): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Distracting Impact [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Instant Invincibility Taunt
- Turn 9 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Resilient Strike | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Resilient Rampage
- Turn 10 (Round 3): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Group Taunting Shields [not in its current moves]
- Turn 11 (Round 3): P1 Tuoramoloch: Group Acceleration | P2 Tenontorex: Lesser Group Heal [not in its current moves] | P3 Thoradolosaur: Group Shattering Impact [not in its current moves] | P4 Diorajasaur: Resilient Rampage
- Turn 12 (Round 3): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Tenontorex: Defense Shattering Rampage [not in its current moves] | P3 Thoradolosaur: Fierce Rampage | P4 Diorajasaur: Group Taunting Shields [not in its current moves]

Notes:
- Tuoramoloch must be faster than Thoradolosaur.
- If Diorajasaur is stunned on round 2, turn 3, use Thor’s Instant Charge on the next turn to stun the boss. The plan is likely to fail if that recovery does not work.

#### Strategy 3

By Solar, Leviathan International, Rexsalamanca · via JWA Rocks · written for game 2.9 · 12 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Refrenantem4.png · Video: https://youtu.be/8M24YYPjbYU

Rounds: Round 1 = turns 1 to 4; Round 2 = turns 5 to 8; Round 3 = turns 9 to 12.

Team (player slot, creature, minimum requirements):
- P1 Tuoramoloch: Damage: 1800; Speed: Fastest
- P2 Thoradolosaur: Health: 4600; Damage: 2200; Speed: <Tuora
- P3 Diorajasaur: Health: 3800
- P4 Geminititan: Damage: 1300

Turn by turn:
- Turn 1 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves] | P4 Geminititan: Group Decelerating Rampage
- Turn 2 (Round 1): P1 Tuoramoloch: Lesser Group Heal [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Instant Invincibility Taunt (move 4) | P4 Geminititan: Definite Shield Advantage
- Turn 3 (Round 1): P1 Tuoramoloch: Group Superiority [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Rampage | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 4 (Round 1): P1 Tuoramoloch: Group Acceleration (move 3) | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Group Taunting Shields [not in its current moves] | P4 Geminititan: Resilient Strike (move 1)
- Turn 5 (Round 2): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Instant Invincibility Taunt (move 4) | P4 Geminititan: Group Decelerating Rampage
- Turn 6 (Round 2): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Resilient Rampage (move 2) | P4 Geminititan: Definite Shield Advantage
- Turn 7 (Round 2): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Strike (move 1) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 8 (Round 2): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Instant Invincibility Taunt (move 4) | P4 Geminititan: Resilient Strike (move 1)
- Turn 9 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Rampage (move 2) | P4 Geminititan: Group Decelerating Rampage (move 2)
- Turn 10 (Round 3): P1 Tuoramoloch: Group Superiority (move 1) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Group Taunting Shields (move 3) [not in its current moves] | P4 Geminititan: Definite Shield Advantage (move 3)
- Turn 11 (Round 3): P1 Tuoramoloch: Greater Emergency Heal (move 4) [not in its current moves] | P2 Thoradolosaur: Group Shattering Impact (move 2) [not in its current moves] | P3 Diorajasaur: Resilient Rampage (move 2) | P4 Geminititan: Group Invincibility (move 4) [not in its current moves]
- Turn 12 (Round 3): P1 Tuoramoloch: Lesser Group Heal (move 2) [not in its current moves] | P2 Thoradolosaur: Fierce Rampage (move 3) | P3 Diorajasaur: Resilient Strike (move 1) | P4 Geminititan: Resilient Strike (move 1)

Notes:
- Tuoramoloch must be the fastest team member.

## 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).

- **Diorajasaur** (Unique, Resilient): https://jwaedge.com/creatures/diorajasaur
  - 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: **Resilient Rampage** (delay 1, 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 2x. Highest HP opponent: vulnerable 50% for 2 turns, 2 attacks.
  - Move 3: **Secure Taunt** (delay 0, cooldown 1, first priority). All allies: shield 50% for 2 turns, 2 attacks. Self: increase Armor by 20% for 2 turns, 2 attacks; taunt for 1 turn.
  - Move 4: **Instant Invincibility Taunt** (delay 1, cooldown 2, first priority). Self: shield 100% for 1 turn, 2 attacks; taunt for 1 turn.
  - Counter: **Raking Counter-Attack** (delay 0, cooldown 0). Attacker: remove cloak. Most positive effects opponent: remove dodge. Lowest HP opponent: bypass armor, attack 1x.
  - Swap-in: **Swap in Decelerating Strike** (delay 0, cooldown 0). Fastest opponent: reduce Speed by 50% for 2 turns; attack 1x. Self: cannot swap for 2 turns.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **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.
- **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.
- **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.
- **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.
