# 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 Troodoboa 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 Troodoboa each week

Bosses in this file:
- Troodoboa (Unique, 2 community strategies): https://jwaedge.com/raids.md?boss=troodoboa

## Troodoboa

Unique raid boss · Rotating Thursday boss · Boss level 25 · 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=troodoboa · This boss only: https://jwaedge.com/raids.md?boss=troodoboa

### Troodoboa: boss rounds

#### Round 1: HP 19,840 · Damage 1,547 · Speed 130 · Armor 0% · Crit 10% × 1.25
Resistances: Damage over time 90%, Damage reduction 60%, Rend 80%, Speed reduction 75%, Stun 100%, Taunt 100%, Vulnerability 15%, Affliction 80%, Healing reduction 80%, Daze 80%. No resistance to: Crit reduction, Swap prevention, Armor reduction.
- Move 1: **Instant Shielded Decelerating Strike** (delay 0, cooldown 0, first priority). Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: attack 1x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 2: **Targeted Cleansing Strike** (delay 0, cooldown 0). All allies: cleanse all negative effects. Highest damage opponent: attack 1x.
- Move 3: **Group Ferocious Strike** (delay 0, cooldown 0). All allies: increase Damage by 25% for 2 turns, 4 attacks. Highest HP opponent: attack 1x.

#### Round 2: HP 19,840 · Damage 1,547 · Speed 130 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 1.
- Move 1: **Instant Shielded Decelerating Strike** (delay 0, cooldown 0, first priority). Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: attack 1x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 2: **Coiling Rampage** (delay 0, cooldown 0, first priority). Self: shield 75% for 3 turns, 12 attacks. All opponents: reduce Damage by 75% for 2 turns, 4 attacks. Highest damage opponent: attack 2x.
- Move 3: **Targeted Cleansing Impact** (delay 0, cooldown 0). All allies: cleanse all negative effects. Highest damage opponent: attack 1.5x.
- Move 4: **Raking Piercing Strike** (delay 0, cooldown 0). Most positive effects opponent: remove dodge; remove cloak; bypass armor, attack 1x.

#### Round 3: HP 19,840 · Damage 1,547 · Speed 130 · Armor 0% · Crit 10% × 1.25
Resistances: same as round 2.
- Move 1: **Instant Shielded Decelerating Strike** (delay 0, cooldown 0, first priority). Self: shield 50% for 1 turn, 4 attacks. Highest HP opponent: attack 1x. Fastest opponent: reduce Speed by 50% for 2 turns.
- Move 2: **Coiling Rampage** (delay 0, cooldown 0, first priority). Self: shield 75% for 3 turns, 12 attacks. All opponents: reduce Damage by 75% for 2 turns, 4 attacks. Highest damage opponent: attack 2x.
- Move 3: **Targeted Cleansing Impact** (delay 0, cooldown 0). All allies: cleanse all negative effects. Highest damage opponent: attack 2x.
- Move 4: **Group Ferocious Impact** (delay 0, cooldown 0). All allies: increase Damage by 50% for 2 turns, 4 attacks. Most positive effects opponent: remove dodge; remove cloak; bypass armor, attack 1.5x.

### Troodoboa: minions

#### Shattering Minion (level 24)
Round 1: HP 4,489 · Damage 1,984 · Speed 123 · Armor 0% · 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: **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: **Defense Shattering Impact** (delay 0, cooldown 1). Lowest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 1.5x.
- Move 3: **Defense Shattering Rampage** (delay 1, cooldown 1). Highest HP opponent: destroy shields. Most positive effects opponent: remove taunt. Highest HP opponent: bypass armor, attack 2x.

#### Nullifying Minion (level 24)
Round 1: HP 5,101 · Damage 1,097 · Speed 147 · 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: **Nullifying Strike** (delay 0, cooldown 0). Most positive effects opponent: remove all positive effects. Lowest HP opponent: attack 1x.
- Move 2: **Nullifying Impact** (delay 0, cooldown 2). Most positive effects opponent: remove all effects. Lowest HP opponent: attack 1.5x.
- Move 3: **Group Distraction** (delay 0, cooldown 2, first priority). All opponents: reduce Damage by 50% for 2 turns, 3 attacks.

### Troodoboa: community strategies (2)

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

#### Strategy 1

By sp0nge · via JWA Rocks · written for game 2.18 · 4 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Troodoboa_Sp0nge.png

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

Team (player slot, creature, minimum requirements):
- P1 Thylaconyx: Level 20+; Slower than Allodrigues
- P2 Rexy: Level 20+; Slower than Thylaconyx
- P3 Rexy: Level 20+; Slower than Thylaconyx
- P4 Allodrigues: Level: 21+

Turn by turn:
- Turn 1 (Round 1): Boss: Instant Shielded Decelerating Strike | P1 Thylaconyx: Crushing Prowl (move 2) | P2 Rexy: Dominant Roar (move 3) | P3 Rexy: Dominant Roar (move 3) | P4 Allodrigues: Alert Peck (move 4)
- Turn 2 (Round 2): Boss: Instant Shielded Decelerating Strike | P1 Thylaconyx: Skirmish (move 4) | P2 Rexy: Alert Fierce Strike | P3 Rexy: Alert Fierce Strike (move 1) | P4 Allodrigues: Protective Alert (move 2)
- Turn 3 (Round 2): Boss: Coiling Rampage | P1 Thylaconyx: Devouring Wound (move 3) | P2 Rexy: Fierce Devouring Rampage (move 4) | P3 Rexy: Fierce Devouring Rampage (move 4) | P4 Allodrigues: Cunning Rampage (move 3)
- Turn 4 (Round 3): Boss: Instant Shielded Decelerating Strike | P1 Thylaconyx: Crushing Prowl (move 2) | P2 Rexy: Dominant Roar (move 3) | P3 Rexy: Dominant Roar (move 3) | P4 Allodrigues: Alert Peck (move 4)

Notes:
- Thylaconyx level 16–18 pairs with each Rexy at level 23 / 1,598 damage; level 19 pairs with level 22 / 1,521; level 20–25 pairs with level 20 / 1,380.
- An oversized team can end round 2 too early. If round-2 damage falls short, the lower Rexy row can use its impact on that round’s first turn.

#### Strategy 2

By MrWazeer · via JWA Rocks · written for game 2.18 · 6 turns over 3 rounds. Original: https://jwa.rocks/images/raids/Troodoboa_raid_2.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 Thylaconyx: Level: 16+; Speed: 122 - 130 1st or 2nd
- P2 Diloracheirus: Level: 21+; Speed: 1st or 2nd
- P3 Rexy: Level 19+; Third fastest
- P4 Rexy: Level 18+; Fourth fastest

Turn by turn:
- Turn 1 (Round 1): P1 Thylaconyx: Crushing Prowl (move 2) | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Dominant Roar (move 3) | P4 Rexy: Alert Fierce Strike
- Turn 2 (Round 1): P1 Thylaconyx: Devouring Wound (move 3) | P2 Diloracheirus: Group Vitalize (move 2) | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Dominant Roar (move 3)
- Turn 3 (Round 2): P1 Thylaconyx: Skirmish | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Alert Fierce Strike | P4 Rexy: Defense Shattering Revenge (move 2)
- Turn 4 (Round 2): P1 Thylaconyx: Crushing Prowl (move 2) | P2 Diloracheirus: Revenge Cunning Rampage (move 4) | P3 Rexy: Dominant Roar (move 3) | P4 Rexy: Fierce Devouring Rampage (move 4)
- Turn 5 (Round 3): P1 Thylaconyx: Skirmish (move 4) | P2 Diloracheirus: Dispersed Cunning Strike | P3 Rexy: Fierce Devouring Rampage | P4 Rexy: Dominant Roar
- Turn 6 (Round 3): P1 Thylaconyx: Devouring Wound (move 3) | P2 Diloracheirus: Group Vitalize (move 2) | P3 Rexy: Defense Shattering Revenge (move 2) | P4 Rexy: Fierce Devouring Rampage (move 4)

## 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).
- **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.
- **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).
- **Thylaconyx** (Legendary, Fierce): https://jwaedge.com/creatures/thylaconyx
  - 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: **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: **Devouring Wound** (delay 0, cooldown 1). Highest HP opponent: destroy shields; bypass armor, attack 1.5x, devour heal 60% over 4 turns; damage over time 20% per turn for 2 turns.
  - Move 4: **Skirmish** (delay 1, cooldown 1). Self: cleanse vulnerability. All opponents: destroy shields; remove taunt; bypass armor, attack 2x.
  - Counter: **Defense Shattering Counter-Attack** (delay 0, cooldown 0). Attacker: destroy shields. Lowest HP opponent: bypass armor, attack 0.5x.
  - Swap-in: **Swap in Savagery** (delay 0, cooldown 0). Self: cannot swap for 2 turns. Highest HP opponent: deal 40% of max HP as damage (rend).
  - Passive: **Passive Counter Attack** (delay 0, cooldown 0). Self: counter-attack.
