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High Tier Scrappy / Jurassic World Alive

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There are far too many high-tiered creatures to count, but here are some of the most infamous monsters known for terrifying even max-level players:

  • Any creature that are found in flocks falls into this end just by default. Flocks fight in a group of three, and the Flock's overall Health is divided into thirds, one for each Flock member. The passive Absorb ability universal to all creatures of this archetype means that the maximum damage the Flock can receive is only equal to the Flock member closest to death; in other words, one cannot damage the Flock and punch past the Health threshold of a Flock member without already being at that threshold, except with Group attacks. Fair game, but many Group attackers are weak and unreliable, whether due to Group attacks having hefty cooldown, or the users themselves, like stegosaurs, simply being low-tier. Not to mention most Flocks can Rally Heal, which is healing at a specific percentage, and most Rally Heals equate to about 33%, which is the Health of a Flock member. Fighting a Flock regardless of its tier level can easily devolve into a very grueling slog as you try to chip away at their Health while they constantly Heal up. Worse still, with the exception of a fewnote , most flock creatures can Distract you to slow you down even more, especially considering many flocks are Cunning.
    • Tarbognathus and its unique superhybrid, Compsoraptor, were being hatred for a very long time. Both hybrids were extremely difficult to deal with in each of their tiers, especially when none of your team's creatures have a reliable group targeting or DOT attack. Not only do they both inherit a priority move that hits like a big rig, but it has no cooldown, meaning that unless your creature has its own damaging priority move and outspeeds them, no matter what you do, these little bastards will almost always attack first and would most likely floor you before you get the chance to counter attack. Oh and don't even think about swapping out if the fight isn't going your way. Do that and they'll immediately attack for huge damage and would almost certainly get in the killing blow anyway.
    • Dishonorable mention includes Ardontognathus. If you thought Anurognathus was an abhorrent Epic to deal with, Ardontognathus is absolutely horrid. It has the priority move Decelerating Sideflap, which can not only increase Ardontognathus' speed, but also decrease the speed of their opponent and can guarantee a chance to block more than half the damage coming at it. Its Alert Frenzy becomes Definite Alert Frenzy which can go through armor on both attacks and still revives the flock member if below 66% hp, and it has a Cunning Fierce Strike that, true to its name, takes the abilities of both moves, and switches out Limited Evasive Strike to Defense Shattering Rampage which can do the same thing as the former two, but stronger note .
    • Another top-tier flock that'll make you regret not having a group-targeting creature at the ready is Dsungascorpius. Can we just call it Scary Scorpions and call it a day? No? Fine, while Dsungascorpius lacks the Rally Heal ability of its brethren, it more than makes up for in raw damage and ailment inflicting. While a few of its abilities sound dangerous, there's two that you especially should be wary of. First its counter, Shattering Antidote, which not only deals as much damage as a normal attack and reduce its opponent's speed, but also cleanses itself of all negative effects, meaning that this creature is essentially immune to all status ailments that are delivered with a attack. Then there's its Limit Break, Enfeebling Rampage, which deals huge damage, removes all positive stat buffs, has a very dangerous bleed effect that last two turns, locks down your creature, and stuns it for a turn, all in one attack. And to top off, there is no delay so it can almost always used in the first turn, making Dsungascorpius has one of the strongest start moves. Even a creature manages to resist/immune both of them, they still dealt a massive damage, and possibly struggle in return, due to the spiky scorpions' bulk and the aforementioned damage output. Finally, to twist the knife even further, it's also a shocking sharp counter to other flocks, including the above Compsorator, even if yours is barely unlocked and is fighting a maxed out Compsoraptor. Needless to say, if not countered properly, Dsungascorpius can absolutely demolish even an Apex creature's momentum and have them on the backfoot for a couples turns, which can mean the difference between killing or dying to it.
    • While Thylos intrepidus is already a decent hybrid for its rarity, it isn't impressive enough when compared to the tank-busting flocks like Dsungascorpius and even Ardontognathus, as the latter could be able to heal itself by its infamous frenzy attack. Ludia seems noticed to the fierce flock's mediocrity and buffed it in the much later update. And it ended being horribly right. The changes of Thylos intrepidus not only buffed its stats into a Lightning Bruiser but has a new move, Dual Rending Assault, that is basically Rending Takedown but 20% more rend damage, no delay and is able to hit flocks effectively thanks to the ability's hit twice a row. With Crushing Prowl, it is able to destroy your non-flock creature that lacks rend resistance, assuming the damage isn't lowered by distraction or dodge effects. And even if you are lucky to survive that, it has a very powerful Wounding Devour Rampage, that ensures you're dead from Thylos' wrath. And we're not yet done talking about this absurdity, Thylos' swap-in has a dodge effect, boosting its already great offense before dealing massive damage to you with help from said boost effect.
    • While not really having a Legendary or Unique hybrid yet, Beelzebufo deserves a mention as a high tier in the Epic meta. For starters, this flock creature not only has a move that revives a deceased flock that isn't an alert like with the Lystrosaurus lineage, but it also deals damage to all opponents, making this another surprisingly strong anti-flock creature and self-healer at the same time. Although it has a fairly common ability amongst Cunning creatures (Cunning Strike), the attack has some good synergy with Afflicting Strike, the first attack of its kind to debuff your resistances. Think a creature is safe from reduced damage? Nope, Beelzebufo will make sure to soften your defenses and reduce your damage, if not remove it entirely by the time affliction wears off when you need your strongest attack the most.
  • Dracoceratops was previously a weak, forgettable Legendary due to its lackluster kit. But after the 1.6 update, its new Swap-In Shattering Rampage ability effectively made it a fifth team member. Dracoceratops is also one of the easiest Legendaries to acquire(created with Triceratops GEN 2 and Dracorex GEN 2, both Commons that spawn everywhere and all the time), meaning that it becomes very common quite quickly as a player rises through the middle arenas. Although it's been nerfed a number of times, it's still no slouch as it can swoop in and instantly take down a weakened foe, then Cleansing Impact away its swap prevention and get out, only to swap in again.note 
  • Indoraptor GEN 2 also received a lot of hate mostly due to its Secret Art, Cautious Strike, as mentioned above. It wasn't helped that when it was introduced, it had Definite Rampage as well. Fans were infuriated that Cautious Strike was buffed to be precise, although the move was also nerfed to no longer cleanse and Definite Rampage was switched for Defense Shattering Rampage. To rub salt into the wound, it also has the attack Mutual Fury, which cleanses it, speeds it up, and applies a boost to damage. All of these factors combined make Indoraptor GEN 2, a Legendary, more viable and oppressive than its GEN 1 counterpart, which is a higher Unique rarity. Thankfully, it was nerfed into oblivion with its strongest attack is replaced with Distracting Impact, making it far easily countered by an armored Resilient.
  • There is a trio of Unique sauropods that make many long-time players quiver in fear: Ardentismaxima, Geminititan, and especially Skoonasaurus. They have high stats in all areasnote  and a handful of resistances. They all share two moves in Resilient Strike and Group Decelerating Rampage, but from there things get diverse. Eventually they fell out of favor for the most part, not because of any meaningful direct nerf, but simply because even more powerful creatures took over their niches.
    • Ardentismaxima has a pretty monstrous Crit chance and full immunity to everything except Damage Over Time(it has a 25% resistance), damage reduction, and rending. Its Taunt Shattering Rampage is good for dealing with other Resilients, and to cap it all of it boasts Instant Invincibility Taunt, which lasts for only the current turn but blocks up to four attacks(good for Frenzy, otherwise it's mostly just a Raid thing).
    • Geminititan is the fastest and hardest-hitting of the three, and unlike Ardentismaxima utilizes Group Instant Invincibility, which can last for up to two turns but only blocks one hit(which means you can't predict when it will shield and then use a non-damaging attack that turn to render it useless). And its last move, Definite Shield Advantage, one-ups Taunt Shattering Rampage; it also removes Dodge and Cloak from the target while also setting up a shield for the user itself. It used to have a one-turn delay, but that was removed in 2.19, allowing it to come out swinging with one of two Rampages and you have no idea which one it'll pick.
      • Of course, it just had to get an Apex hybrid. Enter Geminideus, which is basically a roided-out Geminititan. While sacrificing some attack power and all of its speed resistance, it is a lot beefier compared to its Geminititan parent and currently holds the title for the best health stat in the game. It can survive Mortem Rex's Limit Break at max level even unboosted. Speaking of which, its HP pool is utter madness, with 6,600 starting HP and over 12,000 HP at max boosted! Not only that, but it can also raise its armor stat, causing its HP to essentially double for a few turns. All of its attacks, including its counter, are designed to do as much damage as possible and target all opponents, meaning that this beast is an even scarier counter for flock mains than even Refrenantem as it is nearly twice as tanky as said apex. This thing is basically a playable Final Boss. Needless to say, if you don't have a powerful armor-piercing or rending attack, pray to RNGesus that you would be spared from Geminideus' wrath.
    • Skoonasaurus was long-hailed as the King of Uniques, and for good reason. It has the highest Health of the three as well as 30% Armor. It shares Instant Invincibility Taunt with Ardentismaxima and its last move is another group attack that has Priority and reduces damage. And to cap it all off, Medium Resilient Counter-Attack ensures that Dodge will always be cleared and the opponent will be decelerated, allowing Skoonasaurus to go first. Unlike the other two, Skoonasaurus was nerfed, but they were simply too inconsequential to matter; its group distracting attack lost Priority but also lost its delay and a turn of cooldown, while its counterattack was changed along with the Resilient change to apply vulnerability, before being changed to a generic Decelerating Counter.
  • If you thought most raptors are low tier for being fast but frail, then think again because patch 2.20 introduced two Unique Raptors, Atrocodistis and Pyrorixis. Both are very dangerous for pretty much the opposite reasons of each other, besides their Lightning Bruiser stats.
    • Atrocodistis pretty much takes the cake for best raptor build in the game. While it does have a couple abilities typical for a raptor build, there's two that stand out, Accelerating Shielded Distraction and Sheltering Impact. Both abilities are priority moves that pretty much nullify everything that's wrong with the raptor playerbase. The former reduces damage and increases its dodge and speed by 50% for 2 turns, making most hard-hitting attacks towards it useless. The latter not only deals big damage, but it is also a powerful healing move that is guaranteed to heal at least half its health.
    • Close second is Pyrorixis. Imagine if "Danger Mario" was a dinosaur and you get this behemoth. Like the Xenomorph Xerox it is designed after, this bastard is very fast. All of its attacks are hard hitting and reduce the enemy's attack in some way. Its only non-damaging attack, Greater Nullification, nullifies all positive effects, reduces attack and only has a 1 turn cooldown. Ditto for Instant Precise Impact, which deals big damage and ignores armor. Dispersed Cautious Strike has no cooldown and targets everything as well as reduces damage for opponents and increases its chance of surviving a powerful attack. Its counter, Ferocious Counter Stun is nothing to sneeze at, increasing its attack ever further and having a fairly high chance to stun your opponent, but by far most dangerous part about Pyrorixis is its Limit Break, Berserk Decimating Wound. It lets the other opponent attack and sacrifices a third of its health to preform an attack which both deals massive damage and puts a heavy 25% bleed on the opponent for 2 turns, meaning if the blow somehow doesn't kill you, then the bleed definitely will if you don't have an immunity to it.
  • If you want a wall that constantly heals no matter what you do while also being hard-hitting and fast, Testacornibus delivers. It heals if you damage it courtesy of Counter Power Heal, it heals for an attack(Dig-In Taunt, which also sets up a shield and Cleanses), it heals if you swap out to something else, it heals if you let it swap in(thankfully this last one was removed). As if this healing didn't give it enough longevity, it has 4200 Health and 45% Armor, as well as 128 Speed. It has two decelerating attacks just to ensure you can't outrun it, one of which applies Vulnerability, which in turn leaves one open to its Devastation attack, basically guaranteeing a kill. It has fallen off a bit in recent months, but that's only due to being upstaged by either even stronger defensive foes or other heal-spammers that can fire back with even more damage.
  • What kind of foes? Parasauthops, a hybrid with the exceedingly hard to obtain Parasaurolophus lux, is a good example. It boasts some of the highest swap-in damage in the game with 1550 base Damage and Fierce Swap In Strike, which allows it to crush Resilients that should counter its Resilient-Cunning combination. But furthermore, not only does it have the same Counter Power heal as Testacornibus, it has two healing moves, one with Priority and variable healing amount depending on whether or not it's below half Health. Such high damage means it can easily shrug off any hit that fails to kill it outright, and if you don't feel like using its Swap In, it boasts a Revenge Resilient Rampage that shreds all opponents.
  • The second half of 2021 was absolutely unforgiving thanks to two Cunning-Fierce Uniques that absolutely crushed and manhandled the meta under their claws; the first is Phorurex. Blistering Speed along with 1600 Damage made this a devastating sweeper, and it could come in swinging courtesy of Alert Rending Lockdown—think of the Swap In Savagery that makes Dracoceratops so hatednote , but add a 2-turn lockdown on the foe on top of that. Its Cunning Rampage also has Priority and can be used instantly, exchanging its turn of delay for a turn of cooldown. And once Alert Rending Lockdown wears off, don't think you'll be leaving any time soon, courtesy of Stunning Obstruction Stunning and damaging the escapee in addition to locking them down for another two turns. But the true cherry on top is Lethal Rampage and Run; think a Defense Shattering Rampage that lets you swap and also inflicts two turns of Damage Over Time onto the opponent. Thankfully, after months of dominance, to the point that over 90% of top players used it, it was massively nerfednote , and sure enough this bird was sent all the way into the ground.
  • The same can't be said of the other big 2021 Unique Cunning-Fierce, Scorpios rex GEN 3. Why is this freakish hybrid so hated? Two reasons: the first is Critical Ambush, detailed above. The second, its Signature Move Toxic Quills, has a high chance to Stun but also inflicts Damage Over Time just like Lethal Rampage and Run. Its components are also quite easy to obtainnote , to top it off. With all of this combined, and in partnership with Phorurex, it singlehandedly invalidated mono-Fierce creatures; in spite of the many high-tier Resilients that should have been reason to use Mortem rex and other big players, these Cunning-Fierce bruisers just did the job so much better, in addition to utterly trumping said mono-Fierce big players, that it wasn't worth it. Tellingly, for months since its addition Scorpios rex GEN 3 maintained its absolute dominion; much like Phorurex, almost every top player used it, and unlike Phorurex there has been no nerf in sight to keep it down. But note the past-tense; Scorpios GEN 3 has finally been seeing a drop in usage, but, much like with the sauropods, only because even stronger things are taking up its niches.
  • Albertocevia. Holy Hammond, Albertocevia. Read that note about Parasauthops having some of the highest Swap In damage in the game; Albertocevia has 100 more. Swap In Devour Strike is a Precise attack that hits all opponents, then heals Albertocevia over the course of four turns by 60% of the damage that was dealt by that attack.note  But much like with Parasauthops, Albertocevia has the Revenge mechanic if you don't feel like using it as a swapper, only this time it has three to pick from. Precise Revenge goes from hitting one opponent to hitting all, and thus punching through the gated health bars of Flocks, but the other two are especially noteworthy; Distracting Revenge Blow goes from reducing damage by 50% to reducing it by 100% for two turns, and Instant Ferocious Revenge loses its delay, allowing Albertocevia to immediately get off a damage-boosted Impact on a foe! And to top it all off, it has a counter that, while doing minimal damage, allows it to chip away at Dodge/Cloak.
  • The franchise's mascot, the legendary Rexy, and her hybrid, the unique Tyrannometrodon are some of the strongest pure Fierces and a frustrating example of Scissors Cuts Rock. This much more powerful version of Tyrannosaurus rex has decent bulk, great resistances, and crits very often. Rexy's Dominant Roar is a damaging priority move that increases her already high base attack stat of 1850 and her slow speed, still faster than other tyrannosaurs, raised to the speed of Velociraptor, allowing her to destroy you with Fierce Devouring Rampage, that heals her in a large amounts thanks to said her disgustingly high attack stat. She has a nasty On Escape ability that attacks anyone who trying to escape from her if you try to swap out. You wanna try to counter her with some flocks? Nope, Dominant Roar damages all opponents. The later introduced Tyrannometrodon, while pretty similar, is even worse, with more healing options and a tank-destroying ability that deals 2.5x damage.
    • If that wasn't enough, it just had to get an Apex hybrid. That being Skoonametrodon. Like Geminideus before, it is a roided-out version of an already high-tier hybrid. Remember that the Mortem rex has 2000 base damage? Skoonametrodon's damage stat is only slightly weaker, only 100 damage less, but make no mistake because unlike Mortem, Skoonametrodon has not one, but TWO MOVESETS thanks to all of its abilities being alert. To put it simply, it starts off as a Resilient at first, but if its hp goes down by 50%, it will immediately switch to a fierce-style moveset. Not only that, but it has a berserk ability (Battle Ready) that will not only cleanse itself, but cause it to sacrifice hall of its HP, making it Turn Red on command. And this is not a disadvantage either. It can use the ability again to heal back to full or near-full if its HP is becoming low. Needless to say, Skoonametrodon has a lot of reasons to be called either one of, if not, the best damage dealer in the game despite its damage stat being weaker than Mortem rex.
  • Ceratosaurus is back, and boy did it Came Back Strong. There's a reason why it's one of the first two non-hybrid Uniques in the game. Let's start with its counter, Piercing Headbutt. It deals great damage and increases its armor and attack, meaning this thing gets stronger the more it is hurt. Already threatening, but it goes much more than that. Its only non-damaging attack, Intimidate, halves enemy speed and gives itself even more damage and armor on top of cleansing it of all negative ailemnts. Lacerate deals slightly more damage than its base attack, but leaves a devasting 25% Damage Over Time on the target for 4 turns. Heavy Strike is its most tame ability, cleasing reduced damage while doing percise damage. Resilient Rampage does much more damage, also curing reduced damage, removing increased speed, dodge and cloak, and imposing vulnerability on opponents. Notice a pattern? All of its abilities except for Lacerate either cleanses reduced damage or increases Cerato's power, and given that this beast already has a high damage stat, good freaking luck trying to reduce its damage to safe levels.
  • Omega creatures are this as a whole, especially in Skill Tournaments, which basically demolished lower-rarity creatures and ended up dominating the meta. They're all designed to sit comfortably between Unique and Apex creatures in terms of power, and most have an astounding set of moves that allows them to excel at whatever role they are built for. Some, like Yutyrannus, have six different moves (split between four regular moves and either a pair of swap moves or a swap move and a counter), and in the case of Yutyrannus specifically, Alert Fierce Rampage, which has Priority and either deals a boatload of damage on full health or does slightly less damage in exchange for a powerful heal when at low health. The sheer amount of Bribing Your Way to Victory associated with them just makes it worse.

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