# 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 Sinoceratops 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):
- Friday: Sinoceratops

Bosses in this file:
- Sinoceratops (Epic, 1 community strategy): https://jwaedge.com/raids.md?boss=sinoceratops

## Sinoceratops

Epic raid boss · Friday · Boss level 14 · 2 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 15; boosts per stat ≤ 5 health, 5 damage, 5 speed.
Page: https://jwaedge.com/raids?boss=sinoceratops · This boss only: https://jwaedge.com/raids.md?boss=sinoceratops

### Sinoceratops: boss rounds

#### Round 1: HP 9,744 · Damage 668 · Speed 111 · Armor 25% · Crit 5% × 1.25
Resistances: Damage over time 80%, Damage reduction 50%, Rend 80%, Stun 90%, Armor reduction 50%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Speed reduction, Swap prevention, Taunt, Vulnerability.
- Move 1: **Group Deceleration Strike** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1x.
- Move 2: **Primal Instant Charge** (delay 0, cooldown 0, first priority). Highest damage opponent: bypass armor, attack 1x. Random opponent: stun 75% chance for 1 turn.
- Move 3: **Primal Dig in** (delay 0, cooldown 0, 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, 4 attacks.
- Move 4: **Random Piercing Rampage** (delay 0, cooldown 0). Random opponent: bypass armor, attack 2x.

#### Round 2: HP 9,744 · Damage 668 · Speed 111 · Armor 25% · Crit 5% × 1.25
Resistances: same as round 1.
- Move 1: **Stun, Pierce and Impact** (delay 0, cooldown 0). Lowest HP opponent: bypass armor, attack 1.5x. Random opponent: stun 75% chance for 1 turn.
- Move 2: **Group Deceleration Strike** (delay 0, cooldown 0). All opponents: reduce Speed by 50% for 2 turns; attack 1x.
- Move 3: **Cleansing Random Piercing Rampage** (delay 0, cooldown 0). Self: cleanse all negative effects. Random opponent: bypass armor, attack 2x.

### Sinoceratops: community strategies (1)

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

#### Strategy 1

By TaroT, apexwestink · via JWA Rocks · written for game 2.9 · 2 turns over 2 rounds. Original: https://jwa.rocks/images/raids/Sinoceratops.png · Video: https://youtu.be/qHlh6RFfzFg

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

Team (player slot, creature, minimum requirements):
- P1 Irritator: no minimum stats listed
- P2 Andrewtodon: no minimum stats listed
- P3 Tyrannosaurus Rex: no minimum stats listed
- P4 Carnotaurus: no minimum stats listed

Turn by turn:
- Turn 1 (Round 1): P1 Irritator: Ready to Crush | P2 Andrewtodon: Armor Piercing Impact | P3 Tyrannosaurus Rex: Fierce Rampage | P4 Carnotaurus: Vulnerability Strike
- Turn 2 (Round 2): P1 Irritator: Group Takedown | P2 Andrewtodon: Rending Takedown | P3 Tyrannosaurus Rex: Fierce Rampage | P4 Carnotaurus: Vulnerability Strike

## 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).

- **Andrewtodon** (Epic, Fierce + Resilient): https://jwaedge.com/creatures/andrewtodon
  - 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: **Armor Piercing Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass armor, attack 1.5x.
  - Move 3: **Cleansing Impact** (delay 0, cooldown 2). Self: cleanse all negative effects. Lowest HP opponent: attack 1.5x.
  - Move 4: **Rending Takedown** (delay 1, cooldown 1). Highest HP opponent: destroy shields; bypass armor, deal 60% of max HP as damage (rend).
  - Counter: **Exposing Counter** (delay 0, cooldown 0). Attacker: vulnerable 50% for 1 turn, 2 attacks.
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Carnotaurus** (Rare, Wildcard): https://jwaedge.com/creatures/carnotaurus
  - Move 1: **Vulnerability Strike** (delay 0, cooldown 0). Highest HP opponent: attack 1x; vulnerable 50% for 1 turn, 2 attacks.
  - Move 2: **Taunting Shields** (delay 0, cooldown 1). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 4 attacks; taunt for 1 turn.
  - Move 3: **Cleansing Impact** (delay 0, cooldown 2). Self: cleanse all negative effects. Lowest HP opponent: attack 1.5x.
  - 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).
  - 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.
- **Tyrannosaurus Rex** (Epic, Fierce): https://jwaedge.com/creatures/tyrannosaurus-rex
  - 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: **Dispersed Fierce Impact** (delay 0, cooldown 1). Self: cleanse vulnerability. All opponents: destroy shields; 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.
  - Counter: **Counter Ferocity** (delay 0, cooldown 0). Self: increase Damage by 20% for 2 turns, 4 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
