# 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 Spinosaurus Aegyptiacus 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):
- Tuesday: Spinosaurus Aegyptiacus
- Thursday: Spinosaurus Aegyptiacus

Bosses in this file:
- Spinosaurus Aegyptiacus (Omega, 6 community strategies): https://jwaedge.com/raids.md?boss=spinosaurus-aegyptiacus

## Spinosaurus Aegyptiacus

Omega raid boss · Tuesday & Thursday · Boss level 30 · 4 rounds · up to 4 players · no minions.
Raid limits: creature level ≤ 35; boosts per stat ≤ 20 health, 20 damage, 20 speed.
Page: https://jwaedge.com/raids?boss=spinosaurus-aegyptiacus · This boss only: https://jwaedge.com/raids.md?boss=spinosaurus-aegyptiacus

### Spinosaurus Aegyptiacus: boss rounds

#### Round 1: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: Damage over time 80%, Damage reduction 75%, Rend 66%, Speed reduction 100%, Stun 100%, Taunt 100%, Vulnerability 75%, Affliction 90%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Armor reduction.
- Move 1: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Move 2: **Killer Instinct** (delay 1, cooldown 1, first priority). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- Move 3: **Bully Impact** (delay 0, cooldown 0). Lowest HP opponent: always crit, attack 1.5x.
- Move 4: **Piercing Destruction** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects; bypass armor, deal 100% of max HP as damage (rend).

#### Round 2: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: same as round 1.
- Move 1: **Group Defense Shattering Wound** (delay 0, cooldown 0, first priority). All opponents: destroy shields. Highest HP opponent: damage over time 20% per turn for 2 turns.
- Move 2: **Protective Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage. All allies: cleanse all negative effects; increase Speed by 10% for 2 turns, 2 attacks. Lowest HP opponent: attack 1x.
- Move 3: **Instant Rending Stun** (delay 0, cooldown 0, first priority). Highest HP opponent: destroy shields; deal 40% of max HP as damage (rend). Highest damage opponent: stun 75% chance for 1 turn.
- Move 4: **Random Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. Random opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 2x.
- Counter: **Group Nullifying Counter** (delay 0, cooldown 0). All opponents: remove all positive effects.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

#### Round 3: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: same as round 2.
- Move 1: **Piercing Destruction** (delay 0, cooldown 0, first priority). Most positive effects opponent: remove all effects; bypass armor, deal 100% of max HP as damage (rend).
- Move 2: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Move 3: **Bully Impact** (delay 0, cooldown 0). Lowest HP opponent: always crit, attack 1.5x.
- Move 4: **Breakthrough** (delay 1, cooldown 1, first priority). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.
- 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 4: HP 25,000 · Damage 2,937 · Speed 146 · Armor 5% · Crit 40% × 1.5
Resistances: same as round 3.
- Move 1: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Move 2: **Protective Strike** (delay 0, cooldown 0). Self: cleanse damage reduction. Lowest current HP ally: heal 2x damage. All allies: cleanse all negative effects; increase Speed by 10% for 2 turns, 2 attacks. Lowest HP opponent: attack 1x.
- Move 3: **Killer Instinct** (delay 1, cooldown 1, first priority). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
- Move 4: **Group Fierce Rampage** (delay 0, cooldown 0). Self: cleanse vulnerability. All opponents: destroy shields. Most positive effects opponent: remove taunt. Attacker: bypass armor, attack 2x.
- Counter: **Gradual Counter Acceleration** (delay 0, cooldown 0). Self: increase Speed by 10% for 1 turn, 2 attacks; increase Damage by 15% for 1 turn, 2 attacks.
- Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.

### Spinosaurus Aegyptiacus: community strategies (6)

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

#### Strategy 1

By Fly33 (BaumanDino), Sienloltolkezgen · via JWA Rocks · written for game 3.6 · 4 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_1.png

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

Team (player slot, creature, minimum requirements):
- P1 Thylos Intrepidus: Level: 21+; Speed: >Panthera
- P2 Sah Panthera: Level: 26+
- P3 Carnotarkus: Level: 16+
- P4 Purutaurus: Level: 11+; Speed: <Carno

Turn by turn:
- Turn 1 (Round 1): P1 Thylos Intrepidus: Crushing Prowl | P2 Sah Panthera: Afflicting Trap | P3 Carnotarkus: Instant Distraction | P4 Purutaurus: Instant Distraction
- Turn 2 (Round 2): P1 Thylos Intrepidus: Minor Rending Lockdown | P2 Sah Panthera: Determined Strike | P3 Carnotarkus: Group Decelerating Rampage | P4 Purutaurus: Cleansing Strike
- Turn 3 (Round 3): P1 Thylos Intrepidus: Dual Rending Assault | P2 Sah Panthera: Resilient Group Rampage | P3 Carnotarkus: Superiority Strike | P4 Purutaurus: Fierce Impact
- Turn 4 (Round 4): P1 Thylos Intrepidus: Crushing Prowl | P2 Sah Panthera: Afflicting Trap | P3 Carnotarkus: Instant Distraction | P4 Purutaurus: Instant Distraction

#### Strategy 2

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.6 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_2.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turn 4; Round 4 = turn 5.

Team (player slot, creature, minimum requirements):
- P1 Pantherator: Level: 21+
- P2 Pantherator: Level: 21+
- P3 Pantherator: Level: 21+
- P4 Pantherator: Level: 21+; Speed: Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Pantherator: Evasive Hunt | P2 Pantherator: Evasive Hunt | P3 Pantherator: Evasive Hunt | P4 Pantherator: Evasive Hunt
- Turn 2 (Round 1): P1 Pantherator: Shredding Wound | P2 Pantherator: Floating Dual Claw | P3 Pantherator: Determined Strike | P4 Pantherator: Determined Strike
- Turn 3 (Round 2): P1 Pantherator: Determined Strike | P2 Pantherator: Shredding Wound | P3 Pantherator: Floating Dual Claw | P4 Pantherator: Floating Dual Claw
- Turn 4 (Round 3): P1 Pantherator: Evasive Hunt | P2 Pantherator: Determined Strike | P3 Pantherator: Shredding Wound | P4 Pantherator: Shredding Wound (move 2)
- Turn 5 (Round 4): P1 Pantherator: Shredding Wound | P2 Pantherator: Evasive Hunt | P3 Pantherator: Determined Strike | P4 Pantherator: Determined Strike

Notes:
- When two or more Pantherators tie for lowest speed, targeting follows lobby order: host, then slots 2, 3 and 4.

#### Strategy 3

By Cstatele, Ken · via JWA Rocks · written for game 3.8 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_3.png

Rounds: Round 1 = turn 1; Round 2 = turns 2 to 3; Round 3 = turn 4; Round 4 = turn 5.

Team (player slot, creature, minimum requirements):
- P1 Diloracheirus: Health: 6k+; Damage: Notes*; Speed: Fastest
- P2 Diloracheirus: Health: 6k+; Damage: Notes*
- P3 Rexy: Health 5,800+; Use combined damage requirement
- P4 Rexy: Health 5,800+; Use combined damage requirement; Slowest

Turn by turn:
- Turn 1 (Round 1): P1 Diloracheirus: Dispersed Cunning Strike | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Dominant Roar | P4 Rexy: Defense Shattering Revenge
- Turn 2 (Round 2): P1 Diloracheirus: Revenge Cunning Rampage | P2 Diloracheirus: Revenge Cunning Rampage | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Fierce Devouring Rampage
- Turn 3 (Round 2): P1 Diloracheirus: Distracting Team Heal | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Defense Shattering Revenge | P4 Rexy: Defense Shattering Revenge
- Turn 4 (Round 3): P1 Diloracheirus: Revenge Cunning Rampage | P2 Diloracheirus: Revenge Cunning Rampage | P3 Rexy: Dominant Roar | P4 Rexy: Fierce Devouring Rampage
- Turn 5 (Round 4): P1 Diloracheirus: Dispersed Cunning Strike | P2 Diloracheirus: Distracting Team Heal | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Dominant Roar

Notes:
- The two Rexys need at least 6,070 combined damage. The two Diloracheirus need at least 5,814 combined damage.

#### Strategy 4

By Ken, Team Chaos Theory · via JWA Rocks · written for game 3.6 · 5 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_4.jpg

Rounds: Round 1 = turn 1; Round 2 = turn 2; Round 3 = turn 3; Round 4 = turns 4 to 5.

Team (player slot, creature, minimum requirements):
- P1 Sah Panthera: Level 26+
- P2 Sinraptor: Level 16+
- P3 Sinraptor: Level 16+
- P4 Sinraptor: Level 16+

Turn by turn:
- Turn 1 (Round 1): P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sinraptor: Devious Impact (move 2) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)
- Turn 2 (Round 2): P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sinraptor: Afflicting Vengeful Swoop (move 4) | P3 Sinraptor: Afflicting Vengeful Swoop (move 4) | P4 Sinraptor: Afflicting Vengeful Swoop (move 4)
- Turn 3 (Round 3): P1 Sah Panthera: Resilient Group Rampage (move 3) | P2 Sinraptor: Devious Impact (move 2) | P3 Sinraptor: Devious Impact | P4 Sinraptor: Devious Impact (move 2)
- Turn 4 (Round 4): P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sinraptor: Definite Impact (move 3) | P3 Sinraptor: Definite Impact (move 3) | P4 Sinraptor: Definite Impact (move 3)
- Turn 5 (Round 4): P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sinraptor: Devious Impact (move 2) | P3 Sinraptor: Devious Impact | P4 Sinraptor: Devious Impact

#### Strategy 5

By darksun3598 · via JWA Rocks · written for game 3.8 · 8 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_5.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turns 3 to 5; Round 3 = turns 6 to 7; Round 4 = turn 8.

Team (player slot, creature, minimum requirements):
- P1 Pantherator: Level: 25+; Health: Highest; Speed: 145 or less
- P2 Pantherator: Level: 25*; Speed: 145 or less
- P3 Pantherator: Level: 21+; Speed: 145 or less
- P4 Pantherator: Level: 21+; Health: Lowest

Turn by turn:
- Turn 1 (Round 1): P1 Pantherator: Evasive Hunt | P2 Pantherator: Evasive Hunt | P3 Pantherator: Evasive Hunt | P4 Pantherator: Evasive Hunt
- Turn 2 (Round 1): P1 Pantherator: Shredding Wound | P2 Pantherator: Shredding Wound | P3 Pantherator: Shredding Wound | P4 Pantherator: Shredding Wound
- Turn 3 (Round 2): P1 Pantherator: Determined Strike | P2 Pantherator: Determined Strike | P3 Pantherator: Determined Strike | P4 Pantherator: Determined Strike
- Turn 4 (Round 2): P1 Pantherator: Floating Dual Claw | P2 Pantherator: Floating Dual Claw | P3 Pantherator: Floating Dual Claw | P4 Pantherator: Evasive Hunt
- Turn 5 (Round 2): P1 Pantherator: Determined Strike | P2 Pantherator: Shredding Wound | P3 Pantherator: Determined Strike | P4 Pantherator: Shredding Wound
- Turn 6 (Round 3): P1 Pantherator: Shredding Wound | P2 Pantherator: Floating Dual Claw | P3 Pantherator: Shredding Wound | P4 Pantherator: Floating Dual Claw
- Turn 7 (Round 3): P1 Pantherator: Evasive Hunt | P2 Pantherator: Evasive Hunt | P3 Pantherator: Evasive Hunt | P4 Pantherator: Evasive Hunt
- Turn 8 (Round 4): P1 Pantherator: Floating Dual Claw | P2 Pantherator: Shredding Wound | P3 Pantherator: Floating Dual Claw | P4 Pantherator: Shredding Wound

Notes:
- If the Pantherator with the highest health is stunned, continue to the next turn.

#### Strategy 6

By saam3874 (Whale2Win), Ken · via JWA Rocks · written for game 3.8 · 6 turns over 4 rounds. Original: https://jwa.rocks/images/raids/SpinosaurusAegyptiacus_6.png

Rounds: Round 1 = turns 1 to 2; Round 2 = turn 3; Round 3 = turns 4 to 5; Round 4 = turn 6.

Team (player slot, creature, minimum requirements):
- P1 Sah Panthera: Level: 26+
- P2 Sah Panthera: Level: 26+
- P3 Sinraptor: Level: 16; Health: 1454+
- P4 Sinraptor: Level: 16; Health: 1454+

Turn by turn:
- Turn 1 (Round 1): Boss: Group Fierce Rampage | P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sah Panthera: Afflicting Trap (move 2) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)
- Turn 2 (Round 1): Boss: Killer Instinct | P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sah Panthera: Vengeful Double Strike (move 4) | P3 Sinraptor: Afflicting Vengeful Swoop (move 4) | P4 Sinraptor: Afflicting Vengeful Swoop (move 4)
- Turn 3 (Round 2): Boss: Group Defense Shattering Wound | P1 Sah Panthera: Determined Strike (move 1) | P2 Sah Panthera: Determined Strike (move 1) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)
- Turn 4 (Round 3): Boss: Piercing Destruction | P1 Sah Panthera: Determined Strike (move 1) | P2 Sah Panthera: Determined Strike (move 1) | P3 Sinraptor: Definite Impact (move 3) | P4 Sinraptor: Definite Impact (move 3)
- Turn 5 (Round 3): Boss: Group Fierce Rampage | P1 Sah Panthera: Afflicting Trap (move 2) | P2 Sah Panthera: Afflicting Trap (move 2) | P3 Sinraptor: Afflicting Vengeful Swoop (move 4) | P4 Sinraptor: Afflicting Vengeful Swoop (move 4)
- Turn 6 (Round 4): Boss: Group Fierce Rampage | P1 Sah Panthera: Vengeful Double Strike (move 4) | P2 Sah Panthera: Vengeful Double Strike (move 4) | P3 Sinraptor: Devious Impact (move 2) | P4 Sinraptor: Devious Impact (move 2)

Notes:
- Both Sinraptors must be level 16 with the required ability unlocked.

More: More community strategies on IDGT902: https://www.idgt902.com/post/jurassic-world-alive-raid-strategy-hub

## 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).

- **Carnotarkus** (Legendary, Wildcard): https://jwaedge.com/creatures/carnotarkus
  - 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: **Group Decelerating Rampage** (delay 0, cooldown 2). All opponents: reduce Speed by 50% for 2 turns; attack 2x.
  - Move 3: **Long Protection** (delay 0, cooldown 3). Lowest HP opponent: attack 1x. Self: shield 50% for 4 turns, 4 attacks.
  - Move 4: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.
  - 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.
- **Diloracheirus** (Unique, Cunning): https://jwaedge.com/creatures/diloracheirus
  - Move 1: **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 2: **Group Vitalize** (delay 0, cooldown 2). Self: cleanse damage reduction. All allies: heal 1x damage; cleanse all negative effects; increase Speed by 25% for 2 turns, 2 attacks.
  - Move 3: **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 4: **Revenge Cunning Rampage** (delay 1, cooldown 1). Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 2x.
  - Move 4: **Revenge Cunning Rampage** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 1). Self: cleanse damage over time. Highest damage opponent: remove damage increase; remove crit increase; reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks. Lowest HP opponent: attack 2x.
  - Counter: **Darting Counter** (delay 0, cooldown 0). Attacker: attack 1x. Self: increase Speed by 20% for 1 turn.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
- **Pantherator** (Unique, Cunning): https://jwaedge.com/creatures/pantherator
  - Move 1: **Determined Strike** (delay 0, cooldown 0). Self: remove damage reduction; cleanse damage over time. Fastest opponent: remove speed increase. Highest damage opponent: remove crit increase; remove damage increase. Lowest HP opponent: bypass dodge, attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks.
  - Move 2: **Shredding Wound** (delay 1, cooldown 2). Highest damage opponent: deal 50% of max HP as damage (rend). Highest HP opponent: damage over time 40% per turn for 2 turns.
  - Move 3: **Evasive Hunt** (delay 0, cooldown 2, first priority). Self: increase Speed by 25% for 1 turn, 2 attacks; increase Damage by 50% for 2 turns, 4 attacks; 100% chance to dodge 100% of damage for 1 turn, 2 attacks.
  - Move 4: **Floating Dual Claw** (delay 1, cooldown 1). Self: 50% chance to dodge 67% of damage for 2 turns, 4 attacks. Most positive effects opponent: remove dodge. Highest damage opponent: attack 1x; attack 1x. Fastest opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Counter: **Piercing Counter Nullification** (delay 0, cooldown 0). Attacker: remove all positive effects; bypass armor, attack 0.666x.
  - Swap-in: **Swift Wounding Swap in** (delay 0, cooldown 0). Fastest opponent: bypass dodge, attack 1x; reduce Speed by 25% for 1 turn. Highest HP opponent: damage over time 15% per turn for 2 turns. Self: cannot swap for 2 turns.
  - On-escape: **Hunt on Escape** (delay 0, cooldown 0). Self: increase Speed by 25% for 1 turn, 2 attacks; increase Damage by 50% for 2 turns, 4 attacks; 100% chance to dodge 100% of damage for 1 turn, 2 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Purutaurus** (Epic, Wildcard): https://jwaedge.com/creatures/purutaurus
  - Move 1: **Cleansing Strike** (delay 0, cooldown 0). Self: cleanse all negative effects. Lowest HP opponent: attack 1x.
  - Move 2: **Short Defense** (delay 0, cooldown 2). Lowest HP opponent: attack 1x. Self: shield 50% for 2 turns, 2 attacks.
  - Move 3: **Fierce Impact** (delay 0, cooldown 1). Self: cleanse vulnerability. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Lowest HP opponent: bypass armor, attack 1.5x.
  - Move 4: **Instant Distraction** (delay 0, cooldown 1, first priority). Highest damage opponent: reduce Damage by 100% for 1 turn, 2 attacks.
  - Counter: **Rending Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Highest HP opponent: bypass armor, deal 25% of max HP as damage (rend).
  - On-escape: **No Escape** (delay 0, cooldown 0). Attacker: prevent swap for 1 turn.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **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).
- **Sah Panthera** (Apex, Wildcard): https://jwaedge.com/creatures/sah-panthera
  - Move 1: **Determined Strike** (delay 0, cooldown 0). Self: remove damage reduction; cleanse damage over time. Fastest opponent: remove speed increase. Highest damage opponent: remove crit increase; remove damage increase. Lowest HP opponent: bypass dodge, attack 1x. Highest HP opponent: vulnerable 50% for 2 turns, 1 attack. Highest damage opponent: reduce Damage by 50% for 1 turn, 2 attacks; reduce Crit Chance by 100% for 1 turn, 2 attacks.
  - Move 2: **Afflicting Trap** (delay 0, cooldown 2, first priority). Highest damage opponent: reduce all resistance by 100% for 1 turn, 1 attack; reduce Damage by 100% for 2 turns, 2 attacks; reduce Speed by 100% for 2 turns, 2 attacks. Attacker: prevent swap for 2 turns.
  - Move 3: **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.
  - Move 4: **Vengeful Double Strike** (delay 1, cooldown 2). Highest damage opponent: bypass dodge, attack 1x; bypass dodge, attack 1x. Self: 33% chance to dodge 66.7% of damage for 2 turns, 4 attacks; shield 33% for 2 turns, 4 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 4: **Vengeful Double Strike** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2, first priority). Highest damage opponent: bypass dodge, attack 1.25x; bypass dodge, attack 1.25x. Self: 50% chance to dodge 67% of damage for 2 turns, 4 attacks; shield 50% for 2 turns, 4 attacks. Highest damage opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Counter: **Medium Nullifying Counter** (delay 0, cooldown 0). Attacker: remove all effects; attack 0.5x.
  - Swap-in: **Swap in Devour Strike** (delay 0, cooldown 0). All opponents: bypass dodge, attack 1x, devour heal 60% over 3 turns. Self: cannot swap for 2 turns.
  - On-escape: **Hunt on Escape** (delay 0, cooldown 0). Self: increase Speed by 25% for 1 turn, 2 attacks; increase Damage by 50% for 2 turns, 4 attacks; 100% chance to dodge 100% of damage for 1 turn, 2 attacks.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - Passive: **Passive on Opponent Escape** (delay 0, cooldown 0).
- **Sinraptor** (Omega, Cunning + Fierce): https://jwaedge.com/creatures/sinraptor
  - 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: **Devious Impact** (delay 0, cooldown 1). Lowest HP opponent: bypass armor, attack 1.5x; reduce all resistance by 40% for 1 turn, 2 attacks. Highest HP opponent: damage over time 33.41% per turn for 3 turns. Lowest HP opponent: reduce Damage by 50% for 2 turns, 4 attacks.
  - Move 3: **Definite Impact** (delay 1, cooldown 1). Most positive effects opponent: remove cloak; remove dodge. Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
  - Move 4: **Afflicting Vengeful Swoop** (delay 1, cooldown 2). Highest HP opponent: reduce all resistance by 50% for 2 turns, 4 attacks; damage over time 33% per turn for 2 turns. Self: cleanse all negative effects; swap out.
  - Move 4: **Afflicting Vengeful Swoop** [revenge version: replaces the move after an ally is knocked out] (delay 0, cooldown 2, first priority). Highest HP opponent: destroy shields. Most positive effects opponent: reduce all resistance by 33% for 2 turns, 4 attacks. Highest HP opponent: attack 1x; damage over time 25% per turn for 2 turns.
  - Counter: **Wounding Counter** (delay 0, cooldown 0). Attacker: damage over time 33.41% per turn for 1 turn.
  - On-escape: **Afflicting Lockdown on Escape** (delay 0, cooldown 0). Attacker: reduce all resistance by 100% for 1 turn, 2 attacks; prevent swap for 2 turns.
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
  - 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).
