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They're alive and in our world.

Jurassic World Alive is a free-to-play, location-based augmented reality game akin to the well known Pokémon GO. In it, players search for prehistoric animals roaming in the world, gather their DNA, and create their own. When that is done, players can participate in matches to gain rewards and DNA to further upgrade their forces.

It's made by Ludia (the same people behind Jurassic Park Builder and Jurassic World: The Game). The mobile app was officially released on 24th May, 2018.

Trope-rassic World Alive:

  • Achilles' Heel: Some creatures have rather pronounced weaknesses to certain attack types.
    • Raptors: Deceleration. Raptors tend to have high damage, but also low health that is only offset by high speed. Thus, if they face an opponent who can slow them down and can't escape, they're practically dead meat. They're especially vulnerable to thyreophorans as not only can these dinosaurs slow the raptors down, they also have lots of Armor to reduce the amount of damage they take. They can also cleanse damage reduction.
    • Thyreophorans, turtles, and sauropods: Percentage-based attacks. The high Armor and Health these groups possess are completely worthless against Rending, which remove a set percentage of the target's total Health. They are also vulnerable to Damage Over Time, which ignores Armor.
    • Large theropods and small spinosaurs: The Cunning class in general is their absolute bane. Both lines have incredibly high damage output and their attacks ignore Armor and Shields, with some being able to bolster their damage even more. But all their power and boosts can be either hampered or removed completely with Cunning creatures' damage reduction, and they don't have abilities to ignore or remove dodging. Finally, being slower than Cunning creatures means that these brutes will always have to take a hit first before they can deal one.
    • Ornithomimosaurs and terror birds: Precision. Both groups are heavily dependent on evasion to survive and are otherwise lacking in survivability. Precise attacks will shoot right through their evasion and hit for full damage, while the Resilient attacks will outright clear it.
    • Amphibians and small, swift theropods: Immunity/cleansing. These creatures favor reducing enemy damage and are weak otherwise, so any creature that can remove their debuffs or flat out ignore them will shred these guys.
    • Large spinosaurs: Immunity, though for a different reason than the above. They tend to favor Damage Over Time to gradually chip at the enemy's health. If the opponent is resistant or flat-out immune to Damage Over Time, though, their damage output is quite low and they won't be able to take down foes quickly before they kick the bucket, since they're surprisingly fragile as well. It was worse before Patch 2.0, where they had no hard-hitting Fierce attacks.
    • Pachycephalosaurs and pterosaurs: Pinning attacks and On Escape abilities. Many of these creatures are relatively fragile but fast, and possess abilities that allow them to swap out after attacking. Many of them also have swap-in attacks too. Pinning attacks and the No Escape ability will keep them in the fight, while those with an ability to hit fleeing opponents such as On Escape Rampage will land one last strike on them—and possibly bring them down, given their limited bulk. Indirectly, pinning a teammate will also prevent them from coming in and using their useful swap-in moves.
    • Ornithopods: High damage attacks. Since Patch 2.0, these creatures have been largely relegated to support roles for Raids, at the cost of holding their own in single combat due to their lacking stats both offensively and defensively. They are mostly oriented towards healing and cleansing, which are essential for tough Raids, but this means they don't have many actual attacks to hold their own, and any of their progress in healing can be undone in an instant against a sufficiently strong foe. There are exceptions, however, like the Tenontorex with its highly damaging Defense-Shattering Rampage and Distracting Impact, although it does kind of throw the "raid support" role out the window to achieve such power.
    • Flocks: Group attacks. Creatures that fight in flocks, like the Compsognathus and Dodo, have the Absorb ability, which allows one member of the flock to take all the damage from a single attack that killed it. However, group attacks will not trigger Absorb, allowing the attacking creature to take out one flock member and start damaging the other, or maybe even wipe out all of them at once. Damage Over Time also ignores Absorb, but it's not as bad since with the exception of the two Common flocks(Coelurusauravus and Sinosauropteryx) they can cleanse it.
  • Actually Four Mooks: Averted - Flocking creatures are explicitly shown to be multiple animals both in battle and on the map, even when trying to get DNA. You can only start darting one, though, because the others scatter as soon as the first dart connects.
  • Adam Smith Hates Your Guts: It can quickly cost hundreds of thousands of coins to level up a creature near its final levels.
  • Age Lift: One of the ceratopsians in the game, a legendary hybrid named Spinoceratops appears to resemble an all-grown up version of one of the Sino-Spino baby hybrids from Jurassic World: Camp Cretaceous.
  • Alien Blood: Justified since arthropods don't have actual blood, but when damaged scorpions splatter green hemolymph.
  • Always Someone Better: Naturally, as more creatures are added to the game, some will basically just be better versions of another. The Epic Diplodocus, for example, is a much stronger and far more useful version of the Common Apatosaurus.
    • Creatures with two GENs will have one GEN be a lower rarity and thus weaker than the other GEN. It's usually the GEN 2 that's weaker, but there are exceptions; the GEN 1 Spinosaurus is a Rare and the GEN 1 Allosaurus a Common, but their GEN 2s are both powerful Epics. In a bizarre subversion to this, however, though Koolasuchus GEN 1 and 2 are Epic and Rare respectively, the latter is widely accepted to be superior to its pitifully weak Epic GEN 1 due to packing much more Health and Damage, along with an overall better moveset, with little compensation.
    • Monolometrodon is a weaker version of Magnapyritor; they have functionally the same moveset and resistances, and both are hybrids using the two Dimetrodons. However Monolometrodon's components are Dimetrodon and Monolophosaurus, both GEN 2, both Common, while Magnapyritor is a Unique that requires not only the hybrid Pyrritator(formed from the Epic Pyroraptor and the Rare Irritator) but also the Rare Dimetrodon GEN 1 at level 20 before it can be created. As such, Monolometrodon does have the Boring, but Practical edge and can be a reliable substitute. Besides, Monolometrodon is needed for the powerful Monolorhino.
  • Amphibian Assault: The sole new creature introduced in Update 2.22 is Beelzebufo, otherwise known as the "devil frog". It's known for being the largest frog species ever.
  • Animals Not to Scale: Like with its predecessors, animals share animations to save memory, and this creates a few sizing problems. The sauropods Amargasaurus, Apatosaurus, and Argentinosaurus are all the same size despite Amargasaurus being a fraction of the other two, while Alanqa is positively gigantic like Quetzalcoatlus even though it was one of the smaller azhdarchids. At least this time courtesy of having a new animation set the Carnotaurus and its relatives are smaller than a Tyrannosaurus rex like they should be. In a hilarious example, Arctodus and the bear hybrids are comically small, no bigger than a Dilophosaurus, which really cuts into their intimidation factor a bit.
  • Anti-Frustration Features:
    • The number of Supply Drops has significantly increased since the game launched, and they can now be flagged for other players in the event that the location of a Supply Drop isn’t safe. Nonetheless, most can now be found within short distances of the player’s location, making it easier to collect them.
    • With the exception of a few "proximity spawn" creatures that only appear when you get close enoughnote , creatures will spawn just about anywhere on the map, so players will be able to tell what creatures have spawned in their vicinity as opposed to randomly walking around and trying to figure out what’s nearby.
    • Update 1.6 added a massive number of these; players can now access any Supply Drops within their radius for a reduced quantity of drops, damage preview glitches were fixed to take changes that had yet to occur into account, and Daily Missions, which had previously given out Alanqa DNA, now give Tyrannosaurus rex DNA, sorely needed for some of the most powerful hybrids in the game. Since then the Daily Missions give out one different Epic creature's DNA a month, which could be good if said creature happens to be a limited-time one like Antarctopelta.
    • Weekly showcases are arranged so that not only are you able to potentially obtain hard-to-find or even limited-time creatures, said creatures spawn over multiple days, so in case you're busy one day you still have time to participate.
    • Creatures that are included in Sanctuaries can be interacted with by anyone using said Sanctuary, even if they aren't part of your alliance. This can allow you to unlock creatures that might not spawn where you normally frequent, and can even be used to access continent-exclusive creatures outside their home ranges.
  • Always Accurate Attack: Precise attacks will ignore evasion and hit for full damage. Some attacks, like the Definite and Resilient attacks, outright clear evasion before they hit.
  • April Fools' Day: Invariably, there is always a Lethal Joke Character as a Strike Event boss on April 1st.
    • The first April Fools' boss was Lord Lythronax, an Ascended Meme boss created based on the Memetic Badass reputation Lythronax had.
    • The second time saw the goats from the Sanctuaries break out and gain similar powers and abilities.
    • The third one saw the Dodo taking the role of the event boss. Notably, this ended up being an Early-Bird Cameo for the playable Dodo, albeit with vastly different stats.note 
    • The fourth introduced the prehistoric panda Ailurarctos both as a playable creature and as a boss. It also featured the return of the goats and the Dodo boss as boss strikes.
    • The fifth brings the ancient demon frog Beelzebufo into the roster as a flock creature, and one huge Beelzebufo serves as the boss. It also features the return of all the other bosses.
  • Armor-Piercing Attack: Many Fierce creatures have access to these, appropriately called Armor Piercing attacks. Defense-Shattering, Fierce, and Definite attacks take it a step further and remove any Shields set up.
  • Artistic License – Paleontology: It wouldn't be Jurassic World without a bit of goofs; a bit more care was taken making the animals accurate to modern science, but every now and then something slips. Of course, all the creatures that originated from the movies maintain any inaccuracies they had there.
    • While many theropods are commendably feathered, they all possess the pronated wrists that were made common in the movies, and the Troodonnote  is curiously featherless, despite Deinonychus and Dakotaraptor possessing extensive plumage and being released a few updates before and after respectively, along with its depiction in Jurassic World: The Game a few years prior.
    • The dinosaurs with wings all have their pennaceous feathers ending at the wrist rather than at the tip of the second digit, with many appearing to have hair-like feathers covering their bodies rather than bird-like contour feathers. Many of the paravian dinosaurs also do not have their third and second fingers joined in a syndactyl appearance, which is very likely to have been the case in life due to their close relationship to birds.
    • The description for Meiolania bizarrely claims it to be a very distant member of the ankylosauridae familynote , while Argentinosaurus is described as a relative of the Apatosaurus(and even shares animations with it) despite being more upright and forwards-oriented in its body shape, like a beefed up Brachiosaurus. Meanwhile Carbonemys, a side-necked turtle, is depicted as a terrestrial tortoise.
    • Abelisaurids Majungasaurus and Rajasaurus have proper, tyrannosaur-like arms rather than the vestigial stumps they were in reality(though at least this time they don't have two fingers).
    • Once more Diplocaulus is a considerably large salamander capable of walking on land, but its tiny limbs would have been useless outside of the water.
    • Miragaia has a neck only a bit longer than those of the other stegosaurs, when this genus is known for having a very long neck. If anything, the length of its neck in-game might be the norm for stegosaurs in real life.
    • Postosuchus is depicted as a quadruped again, when the real animal was bipedal like a theropod.
    • Once again, Titanoboa is depicted with fangs despite being a non-venonmous snake.
    • Scolosaurus looks like a corrected version of the in-game Ankylosaurus, when the real animal was essentially a Euoplocephalus with longer horns.
    • Introduced a bit later after the game's launch, there's a large variety of pterosaurs and they're all over the place with accuracy. Most have at least some covering of pycnofibers but also tend to use their feet to pick up and scratch things. There are small, long-tailed pterosaurs like Dimorphodon who are very weak stat-wise and specialize in inflicting Damage Over Time, and medium-sized, short-tailed pterosaurs like Pteranodon that specialize in ramping up damage and counter-attacking; both of them are Fierce creatures. There are the giant azhdarchids, who are Resilient walls, and finally the very tiny pterosaurs such as Anurognathus fight in flocks of three, specializing in dodging and acceleration, falling under the Cunning class.
    • Yutyrannus looks more like a feathery T. rex with three-fingered hands. The real animal had longer arms, a smaller head, and a more slender build much like other early tyrannosaurs. This is egregious considering previous games got it right.
    • The megaraptoran Fukuiraptor is egregiously portrayed as a featherless dromaeosaurid, complete with killing claws on its feet. Like other members of its family, Fukuiraptor would have killing claws on its hands instead. It does have noticably longer claws on its hands.
  • Ascended Meme: In response to complaints about Lythronax over spawning, Ludia added Lord Lythronax as an April Fools' day Boss. It's also one of the final opponents in the campaign.
  • Attention Deficit... Ooh, Shiny!: Damage reduction is commonly referred to as Distraction in the game.
  • Bears Are Bad News: Update 2.12 introduced Arctodus, the Short-Faced Bear, who works like an offensive tank who can decelerate and stun opponents as well as destroy enemy defenses while improving its own. It has its own hybrid with the similarly-new Cervalces dubbed Arctalces, which in turn can be fused with the superhybrid Testacornibus to form the first fusible Apex in the game, Arctovasilas. April Fools' of 2022 also saw the surprise addition of Ailurarctos, a panda that shares animations with the Arctodus.
  • Big Creepy-Crawlies: Update 2.19 introduced scorpions into the game with the giant Carboniferous scorpion Pulmonoscorpius, a Fierce flock that specializes in major Damage Over Time. It has its own hybrid, the Unique Dsungascorpius. There is also an Apex scorpion, Alacranix, which isn't a flock and is just a straight anti-tank bruiser.
  • Bloodier and Gorier: Update 1.10 added blood effects to attacks, apparently for realism. It can be turned off in the settings.
  • Boring, but Practical:
    • At high levels, the base stats for Common creatures can either equal or even surpass Rare and Epic creatures, despite only having two attacks(not counting counterattacks, swap-ins, or on escapes). Naturally, Commons are also easier to come by, having a higher spawn rate than Rares or Epics, although they in turn require far more DNA.
    • Interestingly, among Common creatures, Velociraptor originally had the highest speed of all creatures (Now outmatched by Preondactylus), Apatosaurus the highest health (Now matched by the Epic Diplodocus and Brachiosaurus), and Euoplocephalus the highest Armor (Now outmatched by a handful of creatures, especially the turtles and glyptodonts). And, as previously stated, these are all Com Mons.
    • Quite a few non-hybrids are surprisingly useful even in high-level play, from Albertosaurus with its hard-hitting priority Killer Instinct and plethora of resistances, to the Woolly Rhino with its obscenely powerful Swap-In Stunning Strike. Many of these are event-exclusives, though, so don't expect it to be easy getting them.
  • Canis Major: Update 2.20 introduced the famous Dire Wolfnote , which contributes to Aenocyonyx when fused with Thylaconyx. This superhybrid can then be fused with Indoraptor GEN 2 for the Indolycan.
  • Canon Immigrant: As well as the dinosaurs and hybrids from the movies, many creatures from Jurassic World: The Game return to Jurassic World: Alive once more.
  • Cast from Hit Points: The "Berserk" abilities involve sacrificing some amount of the user's Health in exchange for an effect, often incredibly powerful. Most of these are exclusive to the Atrociraptor pack and their hybrids; befitting their relentless characterizations they all involve dealing some massive damage but also disabling swapping out for one turn. The exception is Berserk Alert Decoy, exclusive to the Dodo and its hybrid, which does big damage and makes the user swap out(with the sacrifice and name taken into account, the intent is obviously leaving one flock member behind so the others can get away).
  • Chameleon Camouflage: Cloaking, once exclusive to the Indominus rex, is like Dodge, except with a twist: the next attack does at least double damage.
  • Colour-Coded for Your Convenience: The seven rarity levels (Common, Rare, Epic, Legendary, Unique, Apex, and Omega) have their own colours (grey, blue, yellow, red, green, black and gold, and silver-platinum, respectively) shown on the border of each creature's icon and underneath their feet on the map. Additionally, all hybrids have a purple tinted background on their icons.
  • Counter-Attack: Many creatures have one, especially the thyreophorans, medium-sized pterosaurs like Pteranodon, and medium-sized theropods like Carnotaurus. When the creature is attackednote , even if it did no damage, they retaliate with an instant counter attack of many varieties, from nullifying all their boosts, to buffing themselves, to simply doing a big hit. They can't use counter attacks on other counter attacks, though.
  • Critical Hit Class: Critical hits increase damage dealt by 25%. Not all creatures have the same base crit chance of 5%, however; many have much more increased crit chances, with the Erlidominus in particular having 50% at base. Such chances of landing critical hits can be buffed and nerfed accordingly by various attacks.
  • Crutch Character: The Rare and Epic Bosses. During the early game meta, they're the easiest (but by no means easy when you're not in a group due to the boss' exclusive Level Cap) way to grind for Rare and Epic DNA (especially when they're hybrids) without waiting for a specific time of week when they're available on the weekly Featured Creature events (typically Fridays and Saturdays) or using microtransactions, but once the player reaches a certain level or skill where they can consistently get over 100 Epic DNA per attempt, they become more of practice warmups for legendary bosses and onward.
  • Curb-Stomp Battle: With stat boosts and new additions of increasingly more and more powerful creatures, particularly Apex and Unique rarity creatures, it's entirely possible to pull off a completely one-sided 3-0note  victory in PvP matches and Campaign battles. It's not unusual to get matched against a player with a dinosaur or prehistoric monster a few levels above yours, and once you reach a certain level in PvP, it's all out the window.
    • Curb Stomp Cushion: It's equally possible for a skilled player on the initial receiving end of a Curb-Stomp Battle to get at least two takedowns before their final creature is defeated, resulting in a 3-2 loss instead of a 3-0.
  • Damage-Increasing Debuff: Vulnerability increases the damage the afflicted creature takes from attacks.
  • Damage Over Time: Aptly named as such, this removes a set percentage of the foe's Health at the end of each turn for a given duration.
  • Damage Reduction: Two forms.
    • The first is referred to as just "damage reduction" or Distraction, which directly interferes with the base damage of the afflicted.
    • The second includes evasion, Armor, and shields, which are utilized by the target and cushion incoming attacks.
  • Deadly Lunge: The Pounce attacks are this, which does double their base damage with the perk of halving the enemy's for one turn. The normal variant targets the highest-damage opponent, while the Precise variant is, well, Precise and targets the lowest Health instead.
  • Deflector Shields: Some creatures can set up Shields to reduce incoming attack damage, or in the case of "Invincibility" moves, block it entirely. Shame they can be broken by Defense-Shattering and Definite attacks.
  • Disc-One Nuke:
    • The Velociraptor is the first creature you will ever obtain, and spawns everywhere all the time. With enough dedication and resources, it can easily become a devastating Glass Cannon. Plus, it is required to create the Indominus rex, and thus its further three hybrids, one of which is an Apex.
    • Two Rare hybrids, Suchotator and Purrolyth, can be created very early on, since Rare hybrids are made from only two Commons; in fact, you don't even need to fuse for them, since if you're lucky they can spawn in the wild. Despite this ease of obtainment, they are surprisingly much stronger than most other Commons and Rares. Bleed and Rend can be very effective in taking down or at least weakening a lot of things, even if they're resisted.
  • The Dividual: Update 2.7 introduced flocking creatures like the Dodo and two GENs of Compsognathus. Flocks fight in groups of three, and each flock member has its own HP stat and absorbs all of the excess damage of the single attack that defeated it, although group attacks can still damage them normally.
  • Draw Aggro: A creature who Taunts will force foes in a raid to attack them. However, attacks with random targets will ignore this, as do counter-attacks and group attacks. Defense-Shattering attacks also clear Taunt.
  • Everyone Calls Him "Barkeep": Moros intrepidus, following how most other franchise media refers to it, is referred to as exactly that: Moros intrepidus. This is unlike almost all (except T. rex, obviously) other animals which only use their species name. Panthera blytheae is also referred to by its full name, but this is justified as it doesn't have a common name like Dire Wolf or Marsupial Lion.
  • Feathered Fiend: The various birds that were added in later updates, as well as quite a few of the theropod dinosaurs.
  • Fighting Panda: The game features Ailurarctos, an extinct genus of Panda as one of the roster's more powerful Epics. Downplayed in that it shares the same animations as the other bears in the game and the closest thing it has to a martial arts move is it simply pushing its paws forward and roaring similar to a martial artist yelling whist attacking.
  • Four Legs Good, Two Legs Better: Zig-zagged with the ornithopods; while they take a quadrupedal stance in battle, on the map and in the collection they stand on their hind legs instead. In reality, they would have been primarily quadrupedal, only rearing up on two legs to run faster or reach at tall foliage.
  • Full-Boar Action: The "terminator pigs" Entelodon and Archaeotherium are present in the game, though they are not actual pigs.
  • Gentle Giant Sauropod: Maybe not "gentle" since they can fight like everyone else, but sauropods like Apatosaurus and Brachiosaurus exchange high Damage and Speed for very meaty Health(though some exceptions do hit very hard). They're great in a raid, setting up shields and directing attention to them while slowing down the foe for their allies to strike.
  • "Get Back Here!" Boss: The dinosaurs start fleeing as you're trying to get hits with the DNA-collecting darts and you have the drone follow them. They start off at a sort of brisk walk, but after a few darts will break out into a run and then a full-on sprint. Creatures of higher rarity run faster and reach their top speed with fewer hits.
  • Giant Flyer: Naturally, the azhdarchids Alanqa, Hatzegopteryx, and Quetzalcoatlus, who have all appeared in a game before, show up. But the game also introduces the newcomer Arambourgiania, and naturally all four have their respective hybrids. Unlike the Glass Cannon smaller pterosaurs, they're oriented towards setting up shields and outlasting their foes.
  • Glass Cannon: Raptors are especially this, having tremendous damage output and speed but poor Health. If they can be suckerpunched by an even faster opponent or by priority, or if they are slowed down in any way, there's not much they can do to stop their defeat. The Velociraptor is a notable case, as its Health and Damage are almost equal(1650 Health, the lowest in the game, vs. 1550 Damage).
  • Gold-Colored Superiority: Epic creatures, the rarest non-hybrids (not counting the Legendary Parasaurolophus lux, Rexy, and Panthera blytheae) are coded with a yellow aura on the map and a yellow border on their icons. Apex creatures, enhanced dinosaurs that are among the most powerful in the game and are only obtainable through their extremely hard boss fights or by complex fusion, have a black and gold aura and border instead.
  • Gotta Catch 'Em All: Basically the entire premise of this game.
  • Headbutting Pachy: A few are in the game, though none were available at launch; Pachycephalosaurus and Stygimoloch arrived in later updates, as did newcomers Dracorex and Stegoceras(exclusive to the Americas). As mentioned they're a bit squishy but they're fast, able to quickly set up a shield, decelerate their foes, stun the opponent, and then escape with a hard hit. Most also have swap-in attacks too. Dracorex GEN 2 is a noteworthy exception, however; rather than a defensive hit-and-runner it's an offensive bruiser that is infamous for dropping in and shredding off Health with its rending Swap-In Savagery.
  • Healing Boss: Some of the Raid bosses have healing abilities that will either heal themselves, whichever of their two Minions has the lowest health, or both Minions and the Boss themselves. It's a mechanic the players taking on the Raid will especially have to account for since it usually gets used on the second or third turns of each round in a Raid, although some actually have a healing ability that's a counter and thus only applies if they're dealt direct damage.
    • While not actual bosses, many creatures such as Diloracheirus, Testacornibus, and Parasauthops boast incredible healing capabilities. Trying to punch through them after they've taken the advantage can certainly feel like a boss battle in itself.
  • Healing Factor: Several creatures have healing abilities. Ornithopods in particular are defined by their healing and debuff-cleansing moves. The three main factions even have their own signature healing ability.
    • Resilients use the traditional healing method where they use a turn to heal and cleanse status ailments.
    • Fierce creatures mainly use Life Drain in the form of Devour abilities. Their healing abilities deal damage to their opponent while healing back a percentage of that damage for themselves.
    • Cunnings, mainly flock Cunnings, use Rally Heal to revive fallen members.
  • Herd-Hitting Attack: Quite a few moves will hit all opponents in a raid, usually marked with "Group" in their name. In normal PvP they function like normal attacks, except against Flocks; rather than stopping at the damage thresholds, they can punch through them and start damaging the next flock member in line.
  • Holiday Mode: Several holidays are present as weekly events that spawn specific creatures and award their DNA through PvE battles.
    • Lunar New Year features dinosaurs from Asia, as well as any creatures thematically related to that year's animal. The 2022 event, which featured Smilodon and its hybrids for the Year of the Tiger, was also the debut of the Japanese Fukuisaurus.
    • Valentines' spawns fan favorites, decided by polls on the official forums.
    • St. Patrick's Day is about green creatures.
    • April Fools' has PvE events with absurdly overpowered versions of weak creatures, such as goats. The 2022 event was also the surprise debut of Ailurarctos, a prehistoric panda of all things, and the 2023 event was the debut of the giant prehistoric frog Beelzebufo.
    • Easter is a two-week affair. The first week features "nest-nurturers" like the hadrosaurs and ornithopods, while the second week features "nest-raiders" such as ornithomimosaurs and oviraptorids.
    • The Fourth of July spawns red, blue, green and yellow ("fireworks" colored) creatures.
    • Halloween has "spooky" creatures. The 2020 event was the formal debut of Acrocanthosaurus, appropriately colored black and red, and though some lucky players could obtain it in the week before it began the 2022 Halloween event heavily featured Scary Scorpion Pulmonoscorpius.
    • Thanksgiving features feathered dinosaurs, including birds.
    • Christmas spawns animals from the Cenozoic, but especially the Ice Age. The 2021 Christmas event was the debut of the Ice Age bear Arctodus.
    • New Years' spawns creatures released during the year.
  • Hybrid Power: All hybrids in game essentially possess a mix of their two components' skills, but often powered up accordingly. The strongest dinosaurs in the game are often hybrids, and in turn, they're often hybrids of other hybrids!
  • Jagged Mouth: The hybrids Diorajasaur and Alankylosaurus both have tooth-like serrations on their jaws instead of actual teeth (or in Alankylo's case, a lack thereof in substitution of a beak).
  • Lady Not-Appearing-in-This-Game: When the game launched, the loading screen would depict several dinosaurs in a park, as well as a flock of Pteranodon, who were not in the game at this point. As of version 1.4, this was no longer the case, but this applied to Dimorphodon, who appeared in the new loading screen but was not yet in the game, being added in version 1.5.
  • Lethal Joke Character: Every single April Fools' boss is this: a fairly silly opponent, be it a comically oversized Lythronax, goats of varying size, a giant Dodo, a giant panda ancestor, or a giant frog, that is fully capable of shredding entire teams by the barrel.
  • Mammoths Mean Ice Age: The Woolly Mammoth was added as a creature in 1.11. Interestingly, other Cenozoic animals, notably Smilodon, were added several updates earlier.
  • The Marvelous Deer: Downplayed. Although not inherently magical, the Megaloceros, Eucladoceros, and Cervalces certainly apply, as well as their many hybrids.
  • Meaningful Name: Instead of just having the names of their components mashed together, some hybrids have unique names that actually do have a deeper meaning; take Testacornibusnote , Trykosaurusnote , Keratoporcusnote , and Geminititannote , for example. All Apex creatures likewise follow suit, usually basing their names on the enhanced creature they represent.
  • Mighty Glacier: The larger herbivores, especially the sauropods and thyreophorans, have very large Health pools further bolstered by Armor and the Shields they can set up. Several Fierce creatures like Acrocanthosaurus behave like this too, being very slow(a Diplodocus can just barely outrun Acrocanthosaurus) but having incredible base Damage and Crit chances as well as respectable Health.
  • Mighty Roar: Depending on the creature, some of their animations consist of nothing but a roar. Mortem rex, Rexy, and Tyrannometrodon all have different signature abilities that involve roaring, damaging all opponents and increasing damage.
  • Mix-and-Match Critters / LEGO Genetics: Leveling your dinosaurs allows access to create new Hybrids by fusing two of the respective species' DNA into one creature. To form Superhybrids, the same is applied, except one of the components is another Hybrid.
  • Moveset Clone: Creatures that share a similar body plan will usually share move animations, though the actual abilities will vary. Hybrids, meanwhile, usually have the same animations as their dominant parent creatures (This is signified with the body structure resembling one much more than the other. There are some exceptions to this; the Indominus rex uses the large spinosaur animations despite its parents being the T. rex and velociraptor. Meanwhile the Indoraptor, Purrolyth, Purutaurus, and Indotaurus all share a completely unique animation set that no one else has, and the Scorpios rex has unique animations too.
  • Mutual Kill: This can occur if a creature defeats its opponent, only to be killed itself at the end of the turn via Damage Over Time. There's even an achievement for pulling this off in a PvP match.
  • Mythology Gag: Many of the creatures seen possess similar appearances like they do in other installments of the franchise.
  • My Rules Are Not Your Rules: In Isla events, the player is restricted to a limited selection of creatures to be used against the opponent. The opponent can use creatures not eligible for the event, however.
  • Never Smile at a Crocodile: There are many crocodiles to collect, from the terrestrial Kaprosuchus to the gigantic Gryposuchus. Naturally, they have some hybrids, and they're all Fierce-class creatures, designed to pump up the damage of themselves and/or their team while denying their opponent the chance to flee.
  • Non-Indicative Name: In recent updates, a few move names have been a bit...incorrect, to say the least, to the frustration of a few players. Phorurex's Cautious Cunning Rampage, for example, behaves little like Cautious Strike itselfnote , instead being a Cunning Rampage that exchanges its 1-turn delay for Priority and an extra turn of cooldown.
  • Nocturnal Mooks: A select few creatures such as Allosaurus GEN 1 and Nodosaurus only appear on the map at night. Conversely, several creatures don't spawn at night, only during the day.
  • No-Sell: Happens if you try to do something a creature is 100% resistant to, such as attempting to Distract a Velociraptor, Bleed any of the scorpions, or Stun an Indominus.
    • A creature with an Invincibility attack, such as Ankylosaurus or the Woolly Rhino, will deploy a 100% Shield and eat up any hit thrown at it with no damage whatsoever...unless said attack breaks shields. Notably, instead of simply saying the attack did 0 damage, the shield icon will appear above the creature.
  • Notzilla: The Mortem rex, the first Apex creature, visually resembles Godzilla by virtue of being a giant theropod with black-green scales and large dorsal plates.
  • One-Steve Limit: Averted a few times, such as Parasaurolophus and Parasaurolophus lux. Panthera blytheae and the Atrociraptor named Panthera are an odd case, as Panthera obviously isn't the species name of the raptor.
  • Panthera Awesome: While not a proper cat of the Panthera genus, Smilodon showed up in update 1.7 as the first Epic mammal added into the game. Thylacoleo, dubbed the Marsupial Lion, joined in the same update. Smilodon is a Cunning that specializes in dodging hits while ignoring other dodgers and striking with its powerful Precise Pounce, while the Marsupial Lion uses Rending attacks along with a ridiculous crit chance to shred at bulky foes, making both it and its hybrid Thylacotator some of the best rending attackers in raids. Played straight in 2.20 when a proper big cat, Panthera blytheae(the oldest-known big cat), joined the roster as a Legendary.
  • Percent Damage Attack: Rending attacks remove a set percentage of the target's maximum Health. These too can land a critical hit, increasing the percentage accordingly. Damage Over Time also removes a set percentage of the target's maximum Health as well at the end of each turn; they used to instead remove the target's Health by a percentage of the damage of the one who inflicted it.
  • Power Glows: Apex creatures, the most powerful in the game, tend to have glowing body parts, with the exception of Gorgotrebax and Arctovasilas, who instead have an icy haze, and Geminideus, which has a rusty haze. Mortem rex has glowing spines, Hadros lux and Ankylos lux have glowing blue and purple markings respectively, Ceramagnus has iridescent feathers, Refrenantem and Haast maximus have glowing lava-like markings, Hydra Boa has thick and bright scales, Indonemys and Indolycan have glowing eyes, and Imperatosuchus has a glowing purple maw, especially its tongue. Alacranix has glowing red spikes during the day, but at night its whole body is overtaken by a cyan glow.
    • Parasaurolophus lux from Jurassic World: Camp Cretaceous also similarly glows purple in the collection lab and in dark/nighttime settings. It was also the first non-hybrid Legendary creature.
  • Raptor Attack: Utahraptor, Pyroraptor, Deinonychus, Dakotaraptor, Troodon and of course Velociraptor. The first four are depicted with wings and body feathers, while the last two are scaly in typical Jurassic Park/Jurassic World fashion. Blue, Charlie, Delta, and Echo can also be encountered and used in the game, as can the Atrociraptors Ghost, Red, Tiger, and Panthera. And there's various hybrids that can be made using dromeosaur DNA. Fukuiraptor is portrayed as this as well, despite being a megaraptoran (which are no longer considered dromaeosaurids).
  • Rhino Rampage: Update 1.7 introduced the Woolly Rhino(Coelodonta), Elasmotherium, and the brontothere Brontotherium (actually Megacerops, and brontotheres are not actually rhinos). Each of course has their respective hybrids.
  • Roaring Rampage of Revenge: Invoked with creatures that utilize the "Revenge" mechanic, which makes certain abilities deal more damage or have longer or more potent after-effects for one turn when they are sent in after another creature is defeated.
  • Savage Spinosaurs: They come in two varieties: the smaller spinosaurs Irritator and Baryonyx(who both have two GENs each), and the larger spinosaurs Suchomimus and Spinosaurus. All of them have their respective hybrids, but generally they're very fast with several ways to circumvent defenses, but low Health. The smaller spinosaurs are able to boost the damage output of themselves and their team and thus work great in Raids, while the larger spinosaurs specialize in both inflicting Damage Over Time and denying victims from escaping.
  • Shields Are Useless: Defense-Shattering, Fierce, and Definite attacks will break Shields before the attack is launched. Nullifying attacks do the same...along with removing any other buffs the creature has.
  • Shout-Out: A few to prehistoric media outside the Jurassic Park franchise and even some outside its genre.
  • Shown Their Work:
    • Hatzegopteryx is depicted with a beefier, more muscular body plan than its taller, lankier cousins, all of whom also possess pycnofibers.
    • While Velociraptor still looks like the Raptor Attack that the franchise made famous, along with Gallimimus and Troodon, many other theropods such as the dromaeosaurs, ornithomimosaurs, and oviraptorids are depicted with feathers. Even Lythronax has a moderate coat of fluff.
    • When it finally became possible to add pterosaurs into sanctuaries, azhdarchids were correctly portrayed as being ground predators, and will be fed live goats as opposed to fish. And while some later received different animations depicting them eating fish instead, most still retain the goat eating animations. Additionally, the Stygidaryx raid boss correctly moved about on the map on all fours like azhdarchids likely would have done most of the time instead of flying.
    • Andrewsarchus is finally depicted as an entelodont-like hoofed mammal, rather than the outdated mesonychid restoration seen in previous installments. It does share its animations with other bestial carnivores like Megistotherium rather than the actual entelodonts, however.
    • Tsintaosaurus has a rhomboid crest instead of the outdated unicorn's horn like one, although this isn't the first time the franchise got it right.
    • Sinosauropteryx, one of the very few (read:can be counted on one hand) dinosaurs who we know the actual colors of, is colored accurately to the hues and patterns its fossils possess.
    • Anurognathus is depicted as pug-faced, rather than having a Dimorphodon-like skull as in Walking with Dinosaurs.
    • While it has an inaccurate dromeosaur sickle-claw, the megaraptoran Fukuiraptor does have longer claws to match the fact megaraptorans had the killing claw on their hands.
  • Signature Move: Some creatures had abilities that were exclusive to them, such as only the Indominus rex having access to Cloak. However, as the roster has grown, these former signature moves have been expanded to more creatures and made less unique. At the same time, however, more exclusive abilities have been introduced in recent updates, usually even more powerful variants of older moves and made exclusive only to high-level creatures such as Uniques.
  • Social Ornithopod: Mainstays like Parasaurolophus show up once more alongside some newer faces like Tsintaosaurus and all their hybrids. They have quite a few team cleansing and healing moves but not much else, meaning they work best in a raid group, helping keep the team alive.
  • Speculative Biology: Since this game featured hybrids and superhybrids, the bios for these creatures are filled entirely with speculative information as if these creatures really did exist.
  • Starter Mon: Before, the ceratopsian Einiosaurus, the theropod Majungasaurus, and the iconic Velociraptor were the three choices for the tutorial section of the game. With the introduction of Campaign mode, however, Velociraptor will always be your starter.
  • Status Infliction Attack: As a staple of Rock–Paper–Scissors type of gameplay, there are several abilities that inflict status debuffs as well as normal damage they deal out.
    • Cunning and Distracting attacks reduce the opponent's damage. The Cunning version has the additional advantage of reducing the opponent's Critical Hit chance to 0% in addition to removing any damage and Crit chance buffs. The Distracting variation doesn't do that, but afflicts for more than one turn, so the effects can stack and reduce damage to 0.
    • Decelerating abilities reduce the opponent's Speed.
    • Resilient and Vulnerability attacks inflict Vulnerability on the opponent, meaning the opponent will take more damage from direct attacks. Resilient attacks used to slow foes instead of applying Vulnerability, but that was changed since Resilient creatures were too oppressive as a result.
    • Stunning attacks, well, Stun. It forces the victim to skip their next attack. Notably, unlike other status effects this can't be cleansed, not even with outside help in a raid.
    • Wounding abilities, such as Lethal Wound, inflict Damage Over Time on the opponent, which deals additional Percent-Based Values damage over the course of a few turns.
  • Sturdy and Steady Turtles: Carbonemys was added as an obtainable creature in update 1.9, and has one turtle hybrid, Carbotoceratops. Its DNA is needed for two Apex hybrids, Arctovasilas and Indonemys. Meiolania was added in a later update, with two powerful Unique superhybrids: Entelolania and Mammolania. Turtles are the de facto Stone Wall creatures, with tremendous Health and Armor but very little of anything else...unless they use their powerful Devastation attack, which does triple Precise damage.
  • Swallowed Whole: One of Beelzebufo's attack animations has it shoot its Overly-Long Tongue at the target and stick to it before pulling the opponent into its waiting mouth, causing the screen to turn dark and be covered in digestive juices before being spat out. Fitting for a creature named after the biblical demon prince of gluttony.
  • Tactical Rock–Paper–Scissors: While no animal gets a damage boost against another, there are certain advantageous and disadvantageous matchups between creatures (see Achilles' Heel for more details). Played straight since Patch 2.1, where the creatures are classed as either Fierce (creatures that emphasize sheer power and offense), Resilient (creatures that emphasize outlasting opponents), Cunning (creatures that sabotage foes and keep them from doing much damage), a combination of two classes, or Wildcards (well-balanced and able to support a team).
    • Fierce creatures do well against Resilient creatures but struggle against Cunning creatures. Their high damage and Crit chances can punch through Resilient creatures' Armor, Shields, Taunts (outright eliminating the latter two), and high Health. Many Fierce creatures can also inflict Damage Over Time or use Rending attacks, both of which directly remove set percentages of Health and render all that Armor useless. The Fierce attacks also cleanse Vulnerability. They tend to be very strong and somewhat durable, but not fast.
    • Cunning creatures have a good matchup against Fierce creatures but do poorly against Resilient creatures. Cunning creatures can reduce the damage that Fierce creatures inflict, whether via Distraction or with Dodging, in addition to simply being faster than them. The Cunning attacks also cleanse Damage Over Time and reduce the Critical Chance of the foe to 0. They tend to be very fast and somewhat strong, but not durable.
    • Resilient creatures can easily beat Cunning creatures but are easily beaten by Fierce creatures. Being unable to outspeed Cunning creatures isn't a problem, as they have enough bulk to eat some hits. Some can inflict Vulnerability to increase the damage the target takes, while others can slow the opponent down. Some can even do both. They can also use Precise attacks to hit evasive foes, and the Resilient attacks cleanse any damage reduction the foe may have used, in addition to dispelling evasion and speed increases. They tend to be very durable and somewhat fast, but not strong.
    • Creatures with two classes do well against their second class and the weakness of their first class, which ironically enough leaves their first class as the best way to get rid of them.
    • Wildcards don't have any notable strengths or weaknesses due to their well-balanced kit.
  • Temper-Ceratops: Ceratopsians show up in the game, from Triceratops to Sinoceratops to many others and all their hybrids. Ceratopsians have relatively low base stats but can simultaneously heal, Shield, speed up, and Taunt with their Dig In move, and most can inflict Vulnerability to make up for their lack of immediate damage. They also have access to stunning attacks, especially Swap-In Stunning Strike.
  • The Bus Came Back: A lot of creatures from Jurassic World: The Game have returned in Jurassic World: Alive. Interestingly, some creatures like Edmontosaurus, Albertosaurus, and Ouranosaurus that were present in Jurassic Park: Builder returned here instead of in Jurassic World: The Game. In fact, the former two later returned in Jurassic World: The Game, using their designs from this game.
    • For the first time in years after Builder, arthropods once more joined the roster in time for 2022's Halloween Episode, with Pulmonoscorpius, its Unique superhybrid Dsungascorpius, and the Apex Alacranix.
  • The Dog Bites Back: The goats players use to feed the carnivores in their sanctuaries broke out and became Boss-level creatures for the players to fight as part of the second April Fool’s Day event, and some of them have stats on par with Lord Lythronax.
  • The Great Serpent: The Apex and Unique Raid bosses Hydra Boa and Troodoboa are large enough that even when coiled they stretch the entire width of the Jurassic World main thoroughfare and still look the giant sauropods like Brachiosaurus in the eye. Their playable versions while significantly smaller, are still the largest non-dinosaur creatures in the game, alongside the other snake hybrids Spinoconstrictor and Dilophoboa. Fittingly, this is due to them all sharing the same rig and animations made for the massive Titanoboa and Titanoboa GEN 2.
  • Tough Armored Dinosaur: Thyreophoran mainstays Stegosaurus and Ankylosaurus show up, along with some lesser-known relatives like Miragaia. The stegosaurs are oriented more offensively, with lower Health but moves focused on slowing their foes and forcing them to eat big hits, while the ankylosaurs are more defensive and have a lot of tough Shields, Armor, and Taunts in exchange for damage.
  • Underground Monkey: "Generation 2" creatures are simply reskinned versionsnote  of existing animals that have different movesets and stats. Their relation with their GEN 1 counterparts vary; in the case of Allosaurus the GEN 1 is the subadult seen in Fallen Kingdom while the GEN 2 is the adult in Battle at Big Rock. Meanwhile Erlikosaurus GEN 2 is described as a botched attempt to reverse-engineer a terror bird from an Erlikosaurus. But most of the others are unknown, perhaps simply just different batches of clones created at different times and different places. Scorpios rex uniquely has a Generation 3.
  • Uneven Hybrid: Some superhybrids resemble this tropes, with more dominant genes and body plans taking over and recessive DNA becoming vestigial or straight-up lost between fusions.
  • Uniqueness Decay: Originally, the Apex rarity was reserved only for creatures that were available only through extremely difficult raids (one on each day). However, this changed with the introduction of the eighth Apex, Arctovasilas, who instead is obtained by fusing the Legendary Arctalces with the Unique Testacornibus, followed by Ankylos lux the next update formed by fusing Ankylomoloch and Diorajasaur, again a Legendary and a Unique respectively. The original seven Apexes did not follow suit with this, and it seems like since then there has been somewhat of a balance between non-fuseable Apexes available only through raids and fuseable Apexes. They've further been outstripped by Omegas, which are a class above and require lots of grinding and money to level up.
    • Originally, Apexs had only one creature per animation rig, and it had always been that way since their inclusion in Patch 2.0 for 3 years until Skoonametrodon was introduced, making it the first Apex to share an animation rig with another apex, that being Mortem rex.
  • Victorious Roar: The victory animations for most of the animals include them either roaring or screeching. Notably, unlike other large theropods who share the same animations, the Tyrannosaurus rex GEN 1 and Rexy both use the latter's famous franchise-wide roar.
  • You Will Not Evade Me: Many creatures, often Fierce creatures, are able to lock down their opponent and keep them from swapping out, although if the target resists or is immune to swap prevention there's a chance that they'll just waltz right out anyways. The "No Escape" ability, commonly found in large crocodiles and spinosaurs, is noteworthy, as it's essentially a permanent lockdown that tries to deny every attempt to flee with a lockdown; Alert Swarm is the same, used by Compsognathus, but it fails if only one flock member is left. And that's not getting into even more dastardly variants like Stunning Obstruction, which locks down the target, does damage, and Stuns, to say nothing of auto-attacks that pierce armor.

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