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''Jurassic World Alive'' is a game centered around PlayerVersusPlayer combat with a diverse roster of creatures to pick from. However, [[TierInducedScrappy these creatures]] are either so [[HighTierScrappy overwhelmingly powerful]], or so [[LowTierLetdown utterly useless]], that the playerbase simply wishes they were extinct.

NOTE: This is to be split into [[{{HighTierScrappy/JurassicWorldAlive}} the respective High]] [[{{LowTierLetdown/JurassicWorldAlive}} and Low-Tier]] pages.
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[[foldercontrol]]

[[folder:High-Tier Scrappies]]
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:
* [[ZergRush 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 few[[note]]''Moros intrepidus'' and its ''Thylos intrepidus'' hybrid, ''Pulmonoscorpius'' and its ''Dsungascorpius'' hybrid[[/note]], most flock creatures can Distract you to slow you down even more, especially considering many flocks are Cunning.
** The worst example of these are easily the legendary hybrid ''Tarbognathus'' and its unique superhybrid, ''Compsoraptor''. Both hybrids are easily the scariest to deal with in each of their tiers, especially when none of your team's creatures have a reliable group targeting or [[DamageOverTime 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 [[SelfFulfillingProphecy 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]][[DamnedByFaintPraise Thankfully, it doesn't attack twice or revive like Definite Alert Frenzy]][[/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 ScaryScorpions 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 LimitBreak, 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.''''' Finally, to twist the knife even further, it's also a shocking sharp counter to other flocks, including the above ''Compsorator'', '''''[[https://www.youtube.com/watch?v=0t98qTcWb_k&t=660s 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 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]]Don't try to lock it down after it Cleanses; it's immune to all lockdown effects that aren't self-imposed.[[/note]]
* ''Indoraptor'' GEN 2 also received a lot of hate mostly due to its SecretArt, 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 [[AlwaysAccurateAttack precise]], although the move was also nerfed to no longer cleanse and Definite Rampage was switched for Defense Shattering Rampage(and then replaced with Distracting Impact). 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.
* 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 areas[[note]]Their Speed is lacking, but they already outspeed Fierce creatures like ''Mortem rex'', which ''should'' be their counters[[/note]] 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 [[OvershadowedByAwesome simply because even more powerful creatures took over their niches]].
** ''Ardentismaxima'' has a pretty monstrous Crit chance and full immunity to everything except DamageOverTime(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 [[KingMook a roided-out]] ''Geminititan''. While sacrificing some attack power and all of its speed resistance, [[MightyGlacier 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'' LimitBreak at max level even unboosted. Speaking of which, its HP pool is [[DamageSpongeBoss 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 it's 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 FinalBoss.
** ''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.
** ''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 "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's 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 LimitBreak, '''[[CastFromHitPoints Berserk]] [[DamageOverTime Decimating]] [[DeathOrGloryAttack 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 '''[[LightningBruiser 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 hated[[note]]albeit with only 20% Rend instead of 40% when at half Health, and ''Phorurex'' can't Heal thankfully[[/note]], ''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 DamageOverTime onto the opponent. Thankfully, after months of dominance, to the point that ''over 90% of top players used it'', it was massively nerfed[[note]]Critical Sidestep gained 1 cooldown as opposed to none like the normal Sidestep, it lost Alert Rending Lockdown, and most of its stats were decreased[[/note]], 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 SignatureMove Toxic Quills, has a high chance to Stun but also inflicts DamageOverTime just like Lethal Rampage and Run. Its components are also quite easy to obtain[[note]]''Monolophosaurus'' GEN 2 is a Common, and while ''Gorgosaurus'' and ''Carnotaurus'' are locked to one day of the week each, ''Gorgosaurus'' spawns extremely commonly around restaurants and ''Carnotaurus'' does have a Raid Boss to make DNA collection a bit easier[[/note]], 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 ''un''like ''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]][[GameBreakingBug And it used to be bugged so it didn't self-inflict a lockdown either!]][[/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.
[[/folder]]
[[folder:Low-Tier Letdowns]]
On the low end of the scale, many creatures stand out, a majority of which are of course Commons, but these cases are particularly notable.
* Unlike its GEN 2 counterpart mentioned above, ''Indoraptor'' GEN 1 just can't keep up, and is often considered ''inferior'' to its hybrid parent, the Legendary ''Indominus rex''. Its stats save for incredible Speed are lower than the ''Indominus'', but it also inexplicably loses a majority of its immunities and resistances; it at least has a full-Cleanse in Cleansing Impact, but given the 2-turn cooldown it's a bit of a sitting duck afterwards against foes who can Decelerate, Pin, impose Vulnerability, etc. Despite being part-Fierce it also has no means of circumventing Shields, and its Evasive Stance move[[note]]Shared with several others, including ''Indoraptor'' GEN 2[[/note]] may as well be a waste of a turn considering it only gives several turns of potential evasion and nothing else, with a 3-turn cooldown. At least it used to have a raid boss so players could get DNA that way if they wanted to save their ''Indominus'' DNA for ''Erlidominus'', but after being replaced by ''Albertospinos'' in 2.13 it doesn't even have that. It was thankfully given Fierce Rampage and the new ability Bait (a counter which increases its attack by 25% and lowers the opponent's by 25%) in update 2.16, but the consensus seems to be that while definite improvements, ''Indoraptor'' still doesn't have what it takes to fight against many high-tier Uniques.
* In a similar boat is fellow Unique ''Dracoceratosaurus'', widely seen as a downgrade to ''Dracoceratops'' up there. It has 100 extra Damage and 4 extra Speed, and 100% Deceleration immunity, which not many mono-Cunnings have. Sounds good, '''but.''' Its resulting Speed of only 119 is still quite slow for a Cunning, and in exchange for this ultimately small boost it gives up a chunk of Health and sits at only 3900. And whereas ''Dracoceratops'' has all four of its options—Fierce Strike, Acute Stun, Cleansing Impact, Fierce Impact—available on Turn 1, ''Dracoceratosaurus'' swaps out its second Impact for a Rampage, which gives it a 1-turn delay and hamstrings its potential damage output. Ultimately, it plays worse than its hybrid parent, and if you've got ''Dracoceratops'', there's no reason to swap it out for ''Dracoceratosaurus''—and that's without mentioning the immense powercreep that has plagued the game by now in the form of even better swappers.
* Prior to its moveset overhaul in update 1.3, ''Suchotator'' was viewed as the worst hybrid in the game, its only true saving grace being its Immunity. Come the aforementioned patch, and it is considered by many to be a formidable opponent at all levels; although its Immunity has been removed, it now has a viable jack-of-all-trades kit and is considered one of the best and most annoying rare hybrids because of it. It certainly helps that it in turn has a very powerful superhybrid, the Epic ''Thylacotator'', who itself has a further hybrid in ''Thylos intrepidus''.
* ''Archaeotherium'' was commonly accepted as the worst creature in the entire game for quite some time. Despite having a useful immunity to Stun, the rest of its kit fails to deliver; it has poor damage output courtesy of only a Group Defense Shattering Strike(it also has Mutual Fury to bump up its damage, but that's provided it doesn't get wiped out by the opponent's hit first) with no Counters, Swap-Ins, or On-Escapes to make up for it. Horrible Health and a middling Speed tier make it worse, and its spawn exclusivity to Monday and its rather mediocre hybrids (''Inostherium'' is only a marginal improvement, and while ''Keratoporcus'' is decent, ''Monolorhino'' is a far better hybrid to sink your Woolly Rhino DNA into) only put the final nails in its coffin. Ironically, it's actually a nasty Raid Minion, and Ludia finally showed it some kindness in 2.14, giving it a tremendous Health buff as well as Deceleration immunity—not enough to make it ''good'', but at least it wasn't sitting in the throne of "Worst Character" anymore.
* That "honor" was instead given to ''Iguanodon'', who was already a fairly good contender for the spot long before ''Archaeotherium'' got its buff. It actually has okay stats for a Common, but all of them are wasted thanks to its moveset. With only a Group Cleansing Strike for damage and its single other move being Emergency Heal, ''Iguanodon'' can't do anything, especially against stronger Resilients with Armor and Shields. Damningly, Ludia gave it a 50% resistance to Distraction in 2.14, which would have been useful if, you know, ''both of its moves didn't Cleanse already.'' Not to mention it's also locked to only one day of the week(Friday), and its hybrid, ''Edmontoguanodon'', which in turn fuses ''Bajatonodon'', is nothing to write home about. All of this combined makes for a horrendous creature, easily the worst of the lot, and unlike fellow bottom-tiers like ''Archaeotherium'' and ''Dimorphodon'', who at least can contribute ''something'' to a fight[[note]]''Archaeotherium'' is good in raids, and with its Swap In Wound ''Dimorphodon'' can kamikaze the likes of ''Skoonasaurus''[[/note]], there really isn't much fun to be had with ''Iguanodon''.
[[/folder]]

to:

''Jurassic World Alive'' is a game centered around PlayerVersusPlayer combat with a diverse roster of creatures to pick from. However, [[TierInducedScrappy these creatures]] are either so [[HighTierScrappy overwhelmingly powerful]], or so [[LowTierLetdown utterly useless]], that the playerbase simply wishes they were extinct.

NOTE: This is to be split into [[{{HighTierScrappy/JurassicWorldAlive}} the respective High]] [[{{LowTierLetdown/JurassicWorldAlive}} and Low-Tier]] pages.
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[[foldercontrol]]

[[folder:High-Tier Scrappies]]
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:
* [[ZergRush 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 few[[note]]''Moros intrepidus'' and its ''Thylos intrepidus'' hybrid, ''Pulmonoscorpius'' and its ''Dsungascorpius'' hybrid[[/note]], most flock creatures can Distract you to slow you down even more, especially considering many flocks are Cunning.
** The worst example of these are easily the legendary hybrid ''Tarbognathus'' and its unique superhybrid, ''Compsoraptor''. Both hybrids are easily the scariest to deal with in each of their tiers, especially when none of your team's creatures have a reliable group targeting or [[DamageOverTime 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 [[SelfFulfillingProphecy 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]][[DamnedByFaintPraise Thankfully, it doesn't attack twice or revive like Definite Alert Frenzy]][[/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 ScaryScorpions 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 LimitBreak, 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.''''' Finally, to twist the knife even further, it's also a shocking sharp counter to other flocks, including the above ''Compsorator'', '''''[[https://www.youtube.com/watch?v=0t98qTcWb_k&t=660s 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 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]]Don't try to lock it down after it Cleanses; it's immune to all lockdown effects that aren't self-imposed.[[/note]]
* ''Indoraptor'' GEN 2 also received a lot of hate mostly due to its SecretArt, 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 [[AlwaysAccurateAttack precise]], although the move was also nerfed to no longer cleanse and Definite Rampage was switched for Defense Shattering Rampage(and then replaced with Distracting Impact). 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.
* 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 areas[[note]]Their Speed is lacking, but they already outspeed Fierce creatures like ''Mortem rex'', which ''should'' be their counters[[/note]] 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 [[OvershadowedByAwesome simply because even more powerful creatures took over their niches]].
** ''Ardentismaxima'' has a pretty monstrous Crit chance and full immunity to everything except DamageOverTime(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 [[KingMook a roided-out]] ''Geminititan''. While sacrificing some attack power and all of its speed resistance, [[MightyGlacier 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'' LimitBreak at max level even unboosted. Speaking of which, its HP pool is [[DamageSpongeBoss 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 it's 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 FinalBoss.
** ''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.
** ''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 "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's 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 LimitBreak, '''[[CastFromHitPoints Berserk]] [[DamageOverTime Decimating]] [[DeathOrGloryAttack 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 '''[[LightningBruiser 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 hated[[note]]albeit with only 20% Rend instead of 40% when at half Health, and ''Phorurex'' can't Heal thankfully[[/note]], ''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 DamageOverTime onto the opponent. Thankfully, after months of dominance, to the point that ''over 90% of top players used it'', it was massively nerfed[[note]]Critical Sidestep gained 1 cooldown as opposed to none like the normal Sidestep, it lost Alert Rending Lockdown, and most of its stats were decreased[[/note]], 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 SignatureMove Toxic Quills, has a high chance to Stun but also inflicts DamageOverTime just like Lethal Rampage and Run. Its components are also quite easy to obtain[[note]]''Monolophosaurus'' GEN 2 is a Common, and while ''Gorgosaurus'' and ''Carnotaurus'' are locked to one day of the week each, ''Gorgosaurus'' spawns extremely commonly around restaurants and ''Carnotaurus'' does have a Raid Boss to make DNA collection a bit easier[[/note]], 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 ''un''like ''Phorurex'' there
following page 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]][[GameBreakingBug And it used to be bugged so it didn't self-inflict a lockdown either!]][[/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
split between 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.
[[/folder]]
[[folder:Low-Tier Letdowns]]
On the low end
types of the scale, many creatures stand out, a majority of which are of course Commons, but these cases are particularly notable.
* Unlike its GEN 2 counterpart mentioned above, ''Indoraptor'' GEN 1 just can't keep up, and is often considered ''inferior'' to its hybrid parent, the Legendary ''Indominus rex''. Its stats save for incredible Speed are lower than the ''Indominus'', but it also inexplicably loses a majority of its immunities and resistances; it at least has a full-Cleanse in Cleansing Impact, but given the 2-turn cooldown it's a bit of a sitting duck afterwards against foes who can Decelerate, Pin, impose Vulnerability, etc. Despite being part-Fierce it also has no means of circumventing Shields, and its Evasive Stance move[[note]]Shared with several others, including ''Indoraptor'' GEN 2[[/note]] may as well be a waste of a turn considering it only gives several turns of potential evasion and nothing else, with a 3-turn cooldown. At least it used to have a raid boss so players could get DNA that way if they wanted to save their ''Indominus'' DNA for ''Erlidominus'', but after being replaced by ''Albertospinos'' in 2.13 it doesn't even have that. It was thankfully given Fierce Rampage and the new ability Bait (a counter which increases its attack by 25% and lowers the opponent's by 25%) in update 2.16, but the consensus seems to be that while definite improvements, ''Indoraptor'' still doesn't have what it takes to fight against many high-tier Uniques.
* In a similar boat is fellow Unique ''Dracoceratosaurus'', widely seen as a downgrade to ''Dracoceratops'' up there. It has 100 extra Damage and 4 extra Speed, and 100% Deceleration immunity, which not many mono-Cunnings have. Sounds good, '''but.''' Its resulting Speed of only 119 is still quite slow for a Cunning, and in exchange for this ultimately small boost it gives up a chunk of Health and sits at only 3900. And whereas ''Dracoceratops'' has all four of its options—Fierce Strike, Acute Stun, Cleansing Impact, Fierce Impact—available on Turn 1, ''Dracoceratosaurus'' swaps out its second Impact for a Rampage, which gives it a 1-turn delay and hamstrings its potential damage output. Ultimately, it plays worse than its hybrid parent, and if you've got ''Dracoceratops'', there's no reason to swap it out for ''Dracoceratosaurus''—and that's without mentioning the immense powercreep that has plagued the game by now in the form of even better swappers.
* Prior to its moveset overhaul in update 1.3, ''Suchotator'' was viewed as the worst hybrid in the game, its only true saving grace being its Immunity. Come the aforementioned patch, and it is considered by many to be a formidable opponent at all levels; although its Immunity has been removed, it now has a viable jack-of-all-trades kit and is considered one of the best and most annoying rare hybrids because of it. It certainly helps that it in turn has a very powerful superhybrid, the Epic ''Thylacotator'', who itself has a further hybrid in ''Thylos intrepidus''.
* ''Archaeotherium'' was commonly accepted as the worst creature in the entire game for quite some time. Despite having a useful immunity to Stun, the rest of its kit fails to deliver; it has poor damage output courtesy of only a Group Defense Shattering Strike(it also has Mutual Fury to bump up its damage, but that's provided it doesn't get wiped out by the opponent's hit first) with no Counters, Swap-Ins, or On-Escapes to make up for it. Horrible Health and a middling Speed tier make it worse, and its spawn exclusivity to Monday and its rather mediocre hybrids (''Inostherium'' is only a marginal improvement, and while ''Keratoporcus'' is decent, ''Monolorhino'' is a far better hybrid to sink your Woolly Rhino DNA into) only put the final nails in its coffin. Ironically, it's actually a nasty Raid Minion, and Ludia finally showed it some kindness in 2.14, giving it a tremendous Health buff as well as Deceleration immunity—not enough to make it ''good'', but at least it wasn't sitting in the throne of "Worst Character" anymore.
* That "honor" was instead given to ''Iguanodon'', who was already a fairly good contender
Scrappies for the spot long before ''Archaeotherium'' got its buff. It actually has okay stats for a Common, but series:

* [[HighTierScrappy/JurassicWorldAlive High-Tier Scrappy]]
* [[LowTierLetdown/JurassicWorldAlive Low-Tier Letdown]]

Please direct
all of them are wasted thanks wicks to its moveset. With only a Group Cleansing Strike for damage and its single other move being Emergency Heal, ''Iguanodon'' can't do anything, especially against stronger Resilients with Armor and Shields. Damningly, Ludia gave it a 50% resistance to Distraction in 2.14, which would have been useful if, you know, ''both of its moves didn't Cleanse already.'' Not to mention it's also locked to only one day of the week(Friday), and its hybrid, ''Edmontoguanodon'', which in turn fuses ''Bajatonodon'', is nothing to write home about. All of this combined makes for a horrendous creature, easily the worst of the lot, and unlike fellow bottom-tiers like ''Archaeotherium'' and ''Dimorphodon'', who at least can contribute ''something'' to a fight[[note]]''Archaeotherium'' is good in raids, and with its Swap In Wound ''Dimorphodon'' can kamikaze the likes of ''Skoonasaurus''[[/note]], there really isn't much fun to be had with ''Iguanodon''.
[[/folder]]
appropriate page.

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NOTE: This is to be split into [[{{HighTierScrappy/JurassicWorldAlive}} the respective High]] [[{{LowTierLetdown/JurassicWorldAlive}} and Low-Tier]] pages.



No longer relevant; split into the respective High-Tier and Low-Tier pages.

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[[folder:High-Tier Scrappies]]
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:
* [[ZergRush 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 few[[note]]''Moros intrepidus'' and its ''Thylos intrepidus'' hybrid, ''Pulmonoscorpius'' and its ''Dsungascorpius'' hybrid[[/note]], most flock creatures can Distract you to slow you down even more, especially considering many flocks are Cunning.
** The worst example of these are easily the legendary hybrid ''Tarbognathus'' and its unique superhybrid, ''Compsoraptor''. Both hybrids are easily the scariest to deal with in each of their tiers, especially when none of your team's creatures have a reliable group targeting or [[DamageOverTime 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 [[SelfFulfillingProphecy 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]][[DamnedByFaintPraise Thankfully, it doesn't attack twice or revive like Definite Alert Frenzy]][[/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 ScaryScorpions 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 LimitBreak, 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.''''' Finally, to twist the knife even further, it's also a shocking sharp counter to other flocks, including the above ''Compsorator'', '''''[[https://www.youtube.com/watch?v=0t98qTcWb_k&t=660s 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 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]]Don't try to lock it down after it Cleanses; it's immune to all lockdown effects that aren't self-imposed.[[/note]]
* ''Indoraptor'' GEN 2 also received a lot of hate mostly due to its SecretArt, 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 [[AlwaysAccurateAttack precise]], although the move was also nerfed to no
longer relevant; split cleanse and Definite Rampage was switched for Defense Shattering Rampage(and then replaced with Distracting Impact). To rub salt into the respective High-Tier wound, it also has the attack Mutual Fury, which cleanses it, speeds it up, and Low-Tier pages.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.
* 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 areas[[note]]Their Speed is lacking, but they already outspeed Fierce creatures like ''Mortem rex'', which ''should'' be their counters[[/note]] 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 [[OvershadowedByAwesome simply because even more powerful creatures took over their niches]].
** ''Ardentismaxima'' has a pretty monstrous Crit chance and full immunity to everything except DamageOverTime(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 [[KingMook a roided-out]] ''Geminititan''. While sacrificing some attack power and all of its speed resistance, [[MightyGlacier 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'' LimitBreak at max level even unboosted. Speaking of which, its HP pool is [[DamageSpongeBoss 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 it's 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 FinalBoss.
** ''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.
** ''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 "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's 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 LimitBreak, '''[[CastFromHitPoints Berserk]] [[DamageOverTime Decimating]] [[DeathOrGloryAttack 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 '''[[LightningBruiser 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 hated[[note]]albeit with only 20% Rend instead of 40% when at half Health, and ''Phorurex'' can't Heal thankfully[[/note]], ''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 DamageOverTime onto the opponent. Thankfully, after months of dominance, to the point that ''over 90% of top players used it'', it was massively nerfed[[note]]Critical Sidestep gained 1 cooldown as opposed to none like the normal Sidestep, it lost Alert Rending Lockdown, and most of its stats were decreased[[/note]], 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 SignatureMove Toxic Quills, has a high chance to Stun but also inflicts DamageOverTime just like Lethal Rampage and Run. Its components are also quite easy to obtain[[note]]''Monolophosaurus'' GEN 2 is a Common, and while ''Gorgosaurus'' and ''Carnotaurus'' are locked to one day of the week each, ''Gorgosaurus'' spawns extremely commonly around restaurants and ''Carnotaurus'' does have a Raid Boss to make DNA collection a bit easier[[/note]], 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 ''un''like ''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]][[GameBreakingBug And it used to be bugged so it didn't self-inflict a lockdown either!]][[/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.
[[/folder]]
[[folder:Low-Tier Letdowns]]
On the low end of the scale, many creatures stand out, a majority of which are of course Commons, but these cases are particularly notable.
* Unlike its GEN 2 counterpart mentioned above, ''Indoraptor'' GEN 1 just can't keep up, and is often considered ''inferior'' to its hybrid parent, the Legendary ''Indominus rex''. Its stats save for incredible Speed are lower than the ''Indominus'', but it also inexplicably loses a majority of its immunities and resistances; it at least has a full-Cleanse in Cleansing Impact, but given the 2-turn cooldown it's a bit of a sitting duck afterwards against foes who can Decelerate, Pin, impose Vulnerability, etc. Despite being part-Fierce it also has no means of circumventing Shields, and its Evasive Stance move[[note]]Shared with several others, including ''Indoraptor'' GEN 2[[/note]] may as well be a waste of a turn considering it only gives several turns of potential evasion and nothing else, with a 3-turn cooldown. At least it used to have a raid boss so players could get DNA that way if they wanted to save their ''Indominus'' DNA for ''Erlidominus'', but after being replaced by ''Albertospinos'' in 2.13 it doesn't even have that. It was thankfully given Fierce Rampage and the new ability Bait (a counter which increases its attack by 25% and lowers the opponent's by 25%) in update 2.16, but the consensus seems to be that while definite improvements, ''Indoraptor'' still doesn't have what it takes to fight against many high-tier Uniques.
* In a similar boat is fellow Unique ''Dracoceratosaurus'', widely seen as a downgrade to ''Dracoceratops'' up there. It has 100 extra Damage and 4 extra Speed, and 100% Deceleration immunity, which not many mono-Cunnings have. Sounds good, '''but.''' Its resulting Speed of only 119 is still quite slow for a Cunning, and in exchange for this ultimately small boost it gives up a chunk of Health and sits at only 3900. And whereas ''Dracoceratops'' has all four of its options—Fierce Strike, Acute Stun, Cleansing Impact, Fierce Impact—available on Turn 1, ''Dracoceratosaurus'' swaps out its second Impact for a Rampage, which gives it a 1-turn delay and hamstrings its potential damage output. Ultimately, it plays worse than its hybrid parent, and if you've got ''Dracoceratops'', there's no reason to swap it out for ''Dracoceratosaurus''—and that's without mentioning the immense powercreep that has plagued the game by now in the form of even better swappers.
* Prior to its moveset overhaul in update 1.3, ''Suchotator'' was viewed as the worst hybrid in the game, its only true saving grace being its Immunity. Come the aforementioned patch, and it is considered by many to be a formidable opponent at all levels; although its Immunity has been removed, it now has a viable jack-of-all-trades kit and is considered one of the best and most annoying rare hybrids because of it. It certainly helps that it in turn has a very powerful superhybrid, the Epic ''Thylacotator'', who itself has a further hybrid in ''Thylos intrepidus''.
* ''Archaeotherium'' was commonly accepted as the worst creature in the entire game for quite some time. Despite having a useful immunity to Stun, the rest of its kit fails to deliver; it has poor damage output courtesy of only a Group Defense Shattering Strike(it also has Mutual Fury to bump up its damage, but that's provided it doesn't get wiped out by the opponent's hit first) with no Counters, Swap-Ins, or On-Escapes to make up for it. Horrible Health and a middling Speed tier make it worse, and its spawn exclusivity to Monday and its rather mediocre hybrids (''Inostherium'' is only a marginal improvement, and while ''Keratoporcus'' is decent, ''Monolorhino'' is a far better hybrid to sink your Woolly Rhino DNA into) only put the final nails in its coffin. Ironically, it's actually a nasty Raid Minion, and Ludia finally showed it some kindness in 2.14, giving it a tremendous Health buff as well as Deceleration immunity—not enough to make it ''good'', but at least it wasn't sitting in the throne of "Worst Character" anymore.
* That "honor" was instead given to ''Iguanodon'', who was already a fairly good contender for the spot long before ''Archaeotherium'' got its buff. It actually has okay stats for a Common, but all of them are wasted thanks to its moveset. With only a Group Cleansing Strike for damage and its single other move being Emergency Heal, ''Iguanodon'' can't do anything, especially against stronger Resilients with Armor and Shields. Damningly, Ludia gave it a 50% resistance to Distraction in 2.14, which would have been useful if, you know, ''both of its moves didn't Cleanse already.'' Not to mention it's also locked to only one day of the week(Friday), and its hybrid, ''Edmontoguanodon'', which in turn fuses ''Bajatonodon'', is nothing to write home about. All of this combined makes for a horrendous creature, easily the worst of the lot, and unlike fellow bottom-tiers like ''Archaeotherium'' and ''Dimorphodon'', who at least can contribute ''something'' to a fight[[note]]''Archaeotherium'' is good in raids, and with its Swap In Wound ''Dimorphodon'' can kamikaze the likes of ''Skoonasaurus''[[/note]], there really isn't much fun to be had with ''Iguanodon''.
[[/folder]]

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[[foldercontrol]]

[[folder:High-Tier Scrappies]]
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:
* [[ZergRush 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 few[[note]]''Moros intrepidus'' and its ''Thylos intrepidus'' hybrid, ''Pulmonoscorpius'' and its ''Dsungascorpius'' hybrid[[/note]], most flock creatures can Distract you to slow you down even more, especially considering many flocks are Cunning.
** The worst example of these are easily the legendary hybrid ''Tarbognathus'' and its unique superhybrid, ''Compsoraptor''. Both hybrids are easily the scariest to deal with in each of their tiers, especially when none of your team's creatures have a reliable group targeting or [[DamageOverTime 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 [[SelfFulfillingProphecy 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]][[DamnedByFaintPraise Thankfully, it doesn't attack twice or revive like Definite Alert Frenzy]][[/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 ScaryScorpions 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 LimitBreak, 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.''''' Finally, to twist the knife even further, it's also a shocking sharp counter to other flocks, including the above ''Compsorator'', '''''[[https://www.youtube.com/watch?v=0t98qTcWb_k&t=660s 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 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]]Don't try to lock it down after it Cleanses; it's immune to all lockdown effects that aren't self-imposed.[[/note]]
* ''Indoraptor'' GEN 2 also received a lot of hate mostly due to its SecretArt, 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 [[AlwaysAccurateAttack precise]], although the move was also nerfed to no longer cleanse and Definite Rampage was switched for Defense Shattering Rampage(and then replaced with Distracting Impact). 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.
* 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 areas[[note]]Their Speed is lacking, but they already outspeed Fierce creatures like ''Mortem rex'', which ''should'' be their counters[[/note]] 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 [[OvershadowedByAwesome simply because even more powerful creatures took over their niches]].
** ''Ardentismaxima'' has a pretty monstrous Crit chance and full immunity to everything except DamageOverTime(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 [[KingMook a roided-out]] ''Geminititan''. While sacrificing some attack power and all of its speed resistance, [[MightyGlacier 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'' LimitBreak at max level even unboosted. Speaking of which, its HP pool is [[DamageSpongeBoss 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 it's 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 FinalBoss.
** ''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.
** ''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 "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's 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 LimitBreak, '''[[CastFromHitPoints Berserk]] [[DamageOverTime Decimating]] [[DeathOrGloryAttack 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 '''[[LightningBruiser 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 hated[[note]]albeit with only 20% Rend instead of 40% when at half Health, and ''Phorurex'' can't Heal thankfully[[/note]], ''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 DamageOverTime onto the opponent. Thankfully, after months of dominance, to the point that ''over 90% of top players used it'', it was massively nerfed[[note]]Critical Sidestep gained 1 cooldown as opposed to none like the normal Sidestep, it lost Alert Rending Lockdown, and most of its stats were decreased[[/note]], 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 SignatureMove Toxic Quills, has a high chance to Stun but also inflicts DamageOverTime just like Lethal Rampage and Run. Its components are also quite easy to obtain[[note]]''Monolophosaurus'' GEN 2 is a Common, and while ''Gorgosaurus'' and ''Carnotaurus'' are locked to one day of the week each, ''Gorgosaurus'' spawns extremely commonly around restaurants and ''Carnotaurus'' does have a Raid Boss to make DNA collection a bit easier[[/note]], 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 ''un''like ''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]][[GameBreakingBug And it used to be bugged so it didn't self-inflict a lockdown either!]][[/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.
[[/folder]]
[[folder:Low-Tier Letdowns]]
On the low end of the scale, many creatures stand out, a majority of which are of course Commons, but these cases are particularly notable.
* Unlike its GEN 2 counterpart mentioned above, ''Indoraptor'' GEN 1 just can't keep up, and is often considered ''inferior'' to its hybrid parent, the Legendary ''Indominus rex''. Its stats save for incredible Speed are lower than the ''Indominus'', but it also inexplicably loses a majority of its immunities and resistances; it at least has a full-Cleanse in Cleansing Impact, but given the 2-turn cooldown it's a bit of a sitting duck afterwards against foes who can Decelerate, Pin, impose Vulnerability, etc. Despite being part-Fierce it also has no means of circumventing Shields, and its Evasive Stance move[[note]]Shared with several others, including ''Indoraptor'' GEN 2[[/note]] may as well be a waste of a turn considering it only gives several turns of potential evasion and nothing else, with a 3-turn cooldown. At least it used to have a raid boss so players could get DNA that way if they wanted to save their ''Indominus'' DNA for ''Erlidominus'', but after being replaced by ''Albertospinos'' in 2.13 it doesn't even have that. It was thankfully given Fierce Rampage and the new ability Bait (a counter which increases its attack by 25% and lowers the opponent's by 25%) in update 2.16, but the consensus seems to be that while definite improvements, ''Indoraptor'' still doesn't have what it takes to fight against many high-tier Uniques.
* In a similar boat is fellow Unique ''Dracoceratosaurus'', widely seen as a downgrade to ''Dracoceratops'' up there. It has 100 extra Damage and 4 extra Speed, and 100% Deceleration immunity, which not many mono-Cunnings have. Sounds good, '''but.''' Its resulting Speed of only 119 is still quite slow for a Cunning, and in exchange for this ultimately small boost it gives up a chunk of Health and sits at only 3900. And whereas ''Dracoceratops'' has all four of its options—Fierce Strike, Acute Stun, Cleansing Impact, Fierce Impact—available on Turn 1, ''Dracoceratosaurus'' swaps out its second Impact for a Rampage, which gives it a 1-turn delay and hamstrings its potential damage output. Ultimately, it plays worse than its hybrid parent, and if you've got ''Dracoceratops'', there's no reason to swap it out for ''Dracoceratosaurus''—and that's without mentioning the immense powercreep that has plagued the game by now in the form of even better swappers.
* Prior to its moveset overhaul in update 1.3, ''Suchotator'' was viewed as the worst hybrid in the game, its only true saving grace being its Immunity. Come the aforementioned patch, and it is considered by many to be a formidable opponent at all levels; although its Immunity has been removed, it now has a viable jack-of-all-trades kit and is considered one of the best and most annoying rare hybrids because of it. It certainly helps that it in turn has a very powerful superhybrid, the Epic ''Thylacotator'', who itself has a further hybrid in ''Thylos intrepidus''.
* ''Archaeotherium'' was commonly accepted as the worst creature in the entire game for quite some time. Despite having a useful immunity to Stun, the rest of its kit fails to deliver; it has poor damage output courtesy of only a Group Defense Shattering Strike(it also has Mutual Fury to bump up its damage, but that's provided it doesn't get wiped out by the opponent's hit first) with no Counters, Swap-Ins, or On-Escapes to make up for it. Horrible Health and a middling Speed tier make it worse, and its spawn exclusivity to Monday and its rather mediocre hybrids (''Inostherium'' is only a marginal improvement, and while ''Keratoporcus'' is decent, ''Monolorhino'' is a far better hybrid to sink your Woolly Rhino DNA into) only put the final nails in its coffin. Ironically, it's actually a nasty Raid Minion, and Ludia finally showed it some kindness in 2.14, giving it a tremendous Health buff as well as Deceleration immunity—not enough to make it ''good'', but at least it wasn't sitting in the throne of "Worst Character" anymore.
* That "honor" was instead given to ''Iguanodon'', who was already a fairly good contender for the spot long before ''Archaeotherium'' got its buff. It actually has okay stats for a Common, but all of them are wasted thanks to its moveset. With only a Group Cleansing Strike for damage and its single other move being Emergency Heal, ''Iguanodon'' can't do anything, especially against stronger Resilients with Armor and Shields. Damningly, Ludia gave it a 50% resistance to Distraction in 2.14, which would have been useful if, you know, ''both of its moves didn't Cleanse already.'' Not to mention it's also locked to only one day of the week(Friday), and its hybrid, ''Edmontoguanodon'', which in turn fuses ''Bajatonodon'', is nothing to write home about. All of this combined makes for a horrendous creature, easily the worst of the lot, and unlike fellow bottom-tiers like ''Archaeotherium'' and ''Dimorphodon'', who at least can contribute ''something'' to a fight[[note]]''Archaeotherium'' is good in raids, and with its Swap In Wound ''Dimorphodon'' can kamikaze the likes of ''Skoonasaurus''[[/note]], there really isn't much fun to be had with ''Iguanodon''.
[[/folder]]
[[folder:Both]]
* ''Thoradolosaur'' is a Unique with high Damage and a devastating Crit chance. It quickly started to become a high-tier nuisance due to its high-power shattering attacks and Instant Charge, an excellent Priority move given its high chance to Stun. The addition of boosts did not fail to make it more powerful; one of the most famous sets, "Nitro Thor", involves dumping a ton of boosts into its otherwise terrible Speed to make sure few can outpace it. However, over time as even stronger creatures have appeared, ''Thoradolosaur'' has [[PowerCreep fizzled out]]. It may have high Damage that can crush any Resilient, but aside from Instant Charge it has nothing to defend against the numerous Cunnings running around; it inexplicably loses the 15% Armor that its hybrid parent, ''Allosinosaurus'', boasts[[note]]It also loses just a smidge of Damage and Speed for that increased Crit chance, but that little difference could mean a lot[[/note]], and given it shares the usual large theropod pitfalls of being unable to cleanse Distraction or bypass Dodges outside of pure luck, the brute's just prime cannon fodder for Distraction as a result. What really earns ''Thoradolosaur'' the [[TheScrappy annoying creature]] in "Tier-Induced Scrappy" is that due to how relatively easy it is to obtain, ''[[GoddamnedBats everyone uses it in mid-high rank arenas]]'', boosting it to Hell and back and maxing out its level. Thus it turns into a (theoretical) powerhouse, yet players are ''completely'' unable to use it well, often just throwing it out for huge damage; although it certainly does leave a grievous mark on the enemy and could leave them open for something else, it fails to do anything else of note and dies pitifully afterwards. Whether you're fighting with or against ''Thoradolosaur'', you'll always be bummed...at least until the Dominion update that buffed its resistances and added a full cleanse to its group impact; all semblances of low-tier scrappiness just about vanished overnight, leaving just high-tier hatred.
[[/folder]]

to:

[[foldercontrol]]

[[folder:High-Tier Scrappies]]
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:
* [[ZergRush 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 few[[note]]''Moros intrepidus'' and its ''Thylos intrepidus'' hybrid, ''Pulmonoscorpius'' and its ''Dsungascorpius'' hybrid[[/note]], most flock creatures can Distract you to slow you down even more, especially considering many flocks are Cunning.
** The worst example of these are easily the legendary hybrid ''Tarbognathus'' and its unique superhybrid, ''Compsoraptor''. Both hybrids are easily the scariest to deal with in each of their tiers, especially when none of your team's creatures have a reliable group targeting or [[DamageOverTime 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 [[SelfFulfillingProphecy 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]][[DamnedByFaintPraise Thankfully, it doesn't attack twice or revive like Definite Alert Frenzy]][[/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 ScaryScorpions 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 LimitBreak, 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.''''' Finally, to twist the knife even further, it's also a shocking sharp counter to other flocks, including the above ''Compsorator'', '''''[[https://www.youtube.com/watch?v=0t98qTcWb_k&t=660s 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 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]]Don't try to lock it down after it Cleanses; it's immune to all lockdown effects that aren't self-imposed.[[/note]]
* ''Indoraptor'' GEN 2 also received a lot of hate mostly due to its SecretArt, 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 [[AlwaysAccurateAttack precise]], although the move was also nerfed to no
No longer cleanse and Definite Rampage was switched for Defense Shattering Rampage(and then replaced with Distracting Impact). To rub salt relevant; split into the wound, it also has the attack Mutual Fury, which cleanses it, speeds it up, respective High-Tier 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.
* 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 areas[[note]]Their Speed is lacking, but they already outspeed Fierce creatures like ''Mortem rex'', which ''should'' be their counters[[/note]] 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 [[OvershadowedByAwesome simply because even more powerful creatures took over their niches]].
** ''Ardentismaxima'' has a pretty monstrous Crit chance and full immunity to everything except DamageOverTime(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 [[KingMook a roided-out]] ''Geminititan''. While sacrificing some attack power and all of its speed resistance, [[MightyGlacier 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'' LimitBreak at max level even unboosted. Speaking of which, its HP pool is [[DamageSpongeBoss 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 it's 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 FinalBoss.
** ''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.
** ''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 "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's 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 LimitBreak, '''[[CastFromHitPoints Berserk]] [[DamageOverTime Decimating]] [[DeathOrGloryAttack 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 '''[[LightningBruiser 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 hated[[note]]albeit with only 20% Rend instead of 40% when at half Health, and ''Phorurex'' can't Heal thankfully[[/note]], ''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 DamageOverTime onto the opponent. Thankfully, after months of dominance, to the point that ''over 90% of top players used it'', it was massively nerfed[[note]]Critical Sidestep gained 1 cooldown as opposed to none like the normal Sidestep, it lost Alert Rending Lockdown, and most of its stats were decreased[[/note]], 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 SignatureMove Toxic Quills, has a high chance to Stun but also inflicts DamageOverTime just like Lethal Rampage and Run. Its components are also quite easy to obtain[[note]]''Monolophosaurus'' GEN 2 is a Common, and while ''Gorgosaurus'' and ''Carnotaurus'' are locked to one day of the week each, ''Gorgosaurus'' spawns extremely commonly around restaurants and ''Carnotaurus'' does have a Raid Boss to make DNA collection a bit easier[[/note]], 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 ''un''like ''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]][[GameBreakingBug And it used to be bugged so it didn't self-inflict a lockdown either!]][[/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.
[[/folder]]
[[folder:Low-Tier Letdowns]]
On the low end of the scale, many creatures stand out, a majority of which are of course Commons, but these cases are particularly notable.
* Unlike its GEN 2 counterpart mentioned above, ''Indoraptor'' GEN 1 just can't keep up, and is often considered ''inferior'' to its hybrid parent, the Legendary ''Indominus rex''. Its stats save for incredible Speed are lower than the ''Indominus'', but it also inexplicably loses a majority of its immunities and resistances; it at least has a full-Cleanse in Cleansing Impact, but given the 2-turn cooldown it's a bit of a sitting duck afterwards against foes who can Decelerate, Pin, impose Vulnerability, etc. Despite being part-Fierce it also has no means of circumventing Shields, and its Evasive Stance move[[note]]Shared with several others, including ''Indoraptor'' GEN 2[[/note]] may as well be a waste of a turn considering it only gives several turns of potential evasion and nothing else, with a 3-turn cooldown. At least it used to have a raid boss so players could get DNA that way if they wanted to save their ''Indominus'' DNA for ''Erlidominus'', but after being replaced by ''Albertospinos'' in 2.13 it doesn't even have that. It was thankfully given Fierce Rampage and the new ability Bait (a counter which increases its attack by 25% and lowers the opponent's by 25%) in update 2.16, but the consensus seems to be that while definite improvements, ''Indoraptor'' still doesn't have what it takes to fight against many high-tier Uniques.
* In a similar boat is fellow Unique ''Dracoceratosaurus'', widely seen as a downgrade to ''Dracoceratops'' up there. It has 100 extra Damage and 4 extra Speed, and 100% Deceleration immunity, which not many mono-Cunnings have. Sounds good, '''but.''' Its resulting Speed of only 119 is still quite slow for a Cunning, and in exchange for this ultimately small boost it gives up a chunk of Health and sits at only 3900. And whereas ''Dracoceratops'' has all four of its options—Fierce Strike, Acute Stun, Cleansing Impact, Fierce Impact—available on Turn 1, ''Dracoceratosaurus'' swaps out its second Impact for a Rampage, which gives it a 1-turn delay and hamstrings its potential damage output. Ultimately, it plays worse than its hybrid parent, and if you've got ''Dracoceratops'', there's no reason to swap it out for ''Dracoceratosaurus''—and that's without mentioning the immense powercreep that has plagued the game by now in the form of even better swappers.
* Prior to its moveset overhaul in update 1.3, ''Suchotator'' was viewed as the worst hybrid in the game, its only true saving grace being its Immunity. Come the aforementioned patch, and it is considered by many to be a formidable opponent at all levels; although its Immunity has been removed, it now has a viable jack-of-all-trades kit and is considered one of the best and most annoying rare hybrids because of it. It certainly helps that it in turn has a very powerful superhybrid, the Epic ''Thylacotator'', who itself has a further hybrid in ''Thylos intrepidus''.
* ''Archaeotherium'' was commonly accepted as the worst creature in the entire game for quite some time. Despite having a useful immunity to Stun, the rest of its kit fails to deliver; it has poor damage output courtesy of only a Group Defense Shattering Strike(it also has Mutual Fury to bump up its damage, but that's provided it doesn't get wiped out by the opponent's hit first) with no Counters, Swap-Ins, or On-Escapes to make up for it. Horrible Health and a middling Speed tier make it worse, and its spawn exclusivity to Monday and its rather mediocre hybrids (''Inostherium'' is only a marginal improvement, and while ''Keratoporcus'' is decent, ''Monolorhino'' is a far better hybrid to sink your Woolly Rhino DNA into) only put the final nails in its coffin. Ironically, it's actually a nasty Raid Minion, and Ludia finally showed it some kindness in 2.14, giving it a tremendous Health buff as well as Deceleration immunity—not enough to make it ''good'', but at least it wasn't sitting in the throne of "Worst Character" anymore.
* That "honor" was instead given to ''Iguanodon'', who was already a fairly good contender for the spot long before ''Archaeotherium'' got its buff. It actually has okay stats for a Common, but all of them are wasted thanks to its moveset. With only a Group Cleansing Strike for damage and its single other move being Emergency Heal, ''Iguanodon'' can't do anything, especially against stronger Resilients with Armor and Shields. Damningly, Ludia gave it a 50% resistance to Distraction in 2.14, which would have been useful if, you know, ''both of its moves didn't Cleanse already.'' Not to mention it's also locked to only one day of the week(Friday), and its hybrid, ''Edmontoguanodon'', which in turn fuses ''Bajatonodon'', is nothing to write home about. All of this combined makes for a horrendous creature, easily the worst of the lot, and unlike fellow bottom-tiers like ''Archaeotherium'' and ''Dimorphodon'', who at least can contribute ''something'' to a fight[[note]]''Archaeotherium'' is good in raids, and with its Swap In Wound ''Dimorphodon'' can kamikaze the likes of ''Skoonasaurus''[[/note]], there really isn't much fun to be had with ''Iguanodon''.
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[[folder:Both]]
* ''Thoradolosaur'' is a Unique with high Damage and a devastating Crit chance. It quickly started to become a high-tier nuisance due to its high-power shattering attacks and Instant Charge, an excellent Priority move given its high chance to Stun. The addition of boosts did not fail to make it more powerful; one of the most famous sets, "Nitro Thor", involves dumping a ton of boosts into its otherwise terrible Speed to make sure few can outpace it. However, over time as even stronger creatures have appeared, ''Thoradolosaur'' has [[PowerCreep fizzled out]]. It may have high Damage that can crush any Resilient, but aside from Instant Charge it has nothing to defend against the numerous Cunnings running around; it inexplicably loses the 15% Armor that its hybrid parent, ''Allosinosaurus'', boasts[[note]]It also loses just a smidge of Damage and Speed for that increased Crit chance, but that little difference could mean a lot[[/note]], and given it shares the usual large theropod pitfalls of being unable to cleanse Distraction or bypass Dodges outside of pure luck, the brute's just prime cannon fodder for Distraction as a result. What really earns ''Thoradolosaur'' the [[TheScrappy annoying creature]] in "Tier-Induced Scrappy" is that due to how relatively easy it is to obtain, ''[[GoddamnedBats everyone uses it in mid-high rank arenas]]'', boosting it to Hell and back and maxing out its level. Thus it turns into a (theoretical) powerhouse, yet players are ''completely'' unable to use it well, often just throwing it out for huge damage; although it certainly does leave a grievous mark on the enemy and could leave them open for something else, it fails to do anything else of note and dies pitifully afterwards. Whether you're fighting with or against ''Thoradolosaur'', you'll always be bummed...at least until the Dominion update that buffed its resistances and added a full cleanse to its group impact; all semblances of low-tier scrappiness just about vanished overnight, leaving just high-tier hatred.
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Low-Tier pages.
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** 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 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.

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** 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) (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.
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** 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 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.
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** Close second is ''Pyrorixis''. Imagine if "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's 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 LimitBreak, '''[[DeathOrGloryAttack 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.

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** Close second is ''Pyrorixis''. Imagine if "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's 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 LimitBreak, '''[[DeathOrGloryAttack Berserk Decimating '''[[CastFromHitPoints Berserk]] [[DamageOverTime Decimating]] [[DeathOrGloryAttack 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.
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** Close second is ''Pyrorixis''. Imagine if "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's only non-damaging attack, Greater Nullification, nullifies all positive effects and reduces attack and only has a 1 turn cooldown. Ditto for Instant Precise Impact, which deals big damage and ignores armor. Dispersed Cautious Strike targets everything and reduces damage as well as 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 LimitBreak, '''[[DeathOrGloryAttack Berserk Decimating Wound]]'''. It 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.

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** Close second is ''Pyrorixis''. Imagine if "[[VideoGame/PaperMario Danger Mario]]" was a dinosaur and you get this behemoth. Like the XenomorphXerox 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. It's only non-damaging attack, Greater Nullification, nullifies all positive effects and 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 and as well as reduces damage as well as for opponents and increases its chance of surviving a powerful attack. Its counter 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 LimitBreak, '''[[DeathOrGloryAttack 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.

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