Jurassic world alive raid strategy

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JWA Grypolyth Raid Guide


Article by Jessica Behringer

More Raids on the Map

Hello Explorers! We have new raids on the map and in this guide we'll go over how to take down Grypolyth Prime

But before we get started, let's just recap a few tips on Raids -

  • Raids allow 4 players to team up with one creature to take down an especially challenging foe.
  • You can beat a raid more than once, though you can't collect the highest reward more than once.
  • Players can choose the same dinosaurs.
  • Healers are near essential for every raid
  • All raids have a 20 turn limit (near as we can tell) -- which means having something that counters your foe is also important
  • Every raid has a level cap and a stat boost cap -- which reduces your most powerful creatures down to bite-sized form.

Grypolyth Prime caps the level at 25 -- which means any Unique or below creatures are allowed in this raid. 

Stat boosts are capped at/15/15 -- meaning if you have a Thoradolosaur with health/damage/speed boosts of 2/20/8 - you'd end up with a level 25 Thor with 2/15/8 stat boosts. Smilolnemys (the other Unique Raid) doesn't seem to need many (if any) boosted creatures, but it looks like Grypolyth might need at least a couple of boosted one. Let's dive in and check out some strategies to beat it. 

Grypolyth Stats and Moves

Unlike other Raids, Grypolyth has 3 Rounds instead of the usual 2 we have seen. That means at the end of each round, the minions will be reviving and you will need to take them back out again. You can beat a raid without actually taking out the minions (as with Pyrritator but more on that in another guide), but the Grypolyth minions will need to be dealth with before you can move on to the boss. We'll break down each round and moveset for the boss and the minions you will be facing. 

Grypolyth and Minion Stats

Grypoly Stats:

HP: 16,



Armor: 20%

Crit Chance: 5%


% Resistant to Stun

80% Resistant to Rend

50% Resistant to Distraction

80% Resistant to DOT

50% Resistant to Vulnerable

Grypoly Stats

Grypoly Moves: 

Each Round Grypoly has a slightly different set of moves.

Round 1

  • Primal Tail Whip
  • Greater Emergency Heal
  • Stunning Shields
  • Rending Counter-Attack

Round 2

  • Primal Tail Whip
  • Greater Emergency Heal
  • Stun, Pierce, & Impact
  • Rending Counter-Attack

Round 3

  • Cleansing Primal Tail Whip
  • Greater Emergency Heal
  • Stun, Pierce, & Impact
  • Rending Counter-Attack

Minion Stats

Echo (Damage Minion)




Armor: 0%

Crit Chance: 5%

Echo Moves:

  • Group Strike
  • High Pounce
  • Cunning Impact

Damage Minion

Scolosaurus (Shield Minion)




Armor: 25%

Crit Chance: 5%

Scolosaurus Moves:

  • Taunting Shields
  • Group Taunting Shields

Shield Minion

How to Beat Grypolyth Boss

The key to this raid is taking out the minions at the beginning of each round. While you don't have to clear them, it's going to make things a lot easier if you can get them out of the way. Especially because Scolo has taunting moves and can take big hits away from Grypolyth. To do that, you will need something that can clear both at the same time (ideally). Something like Thorodolosaur with an Group Impact move works wonders in this situation. In addition to Thor, it looks like Tuoramoloch will come in handy once again to help speed everyone up and allow Thor to take out the minions. Irritator and Tryostronix are also fantastic in this raid as they are able to buff their teammates with Ready to Crush and Group Takedown. I prefer Irri over Tryos simply because of the double buffing moves it has, but either one should work. For your 4th teammate, you'll want something with Defense Shattering Moves and maybe even a distracting move as well. Tenontorex, Magnapyritor, and Monlometrodon work well in this slot. Tenrex is good because it can also heal with Tuora's heal is on cooldown. Magna and Monlometrodon are resistant to rend so that counter attack isn't going to hit them as hard. 

After the minions are gone, you will just want to keep hitting Grypoly as hard as you can. Tryostronix or Irri need to use their buffing moves as often as possible, and Thor needs to make sure and save Group Impact for the beginning of each round. If you don't have Group Impact ready, you can also use Instant Charge in a pinch to take out Echo and let another teammate try and hit Scolo. 

Here is a Step by Step guide for each round and what we used. All of our creatures were pretty much max boosted except for Irritator. We don't know the minimum level required for each of them and if you don't have anything as boosted, you might have to go a couple of more turns each round. This should be a good starting place though to give you an idea of what does work.

Grypoly Raid Strat

In Conclusion

The best thing we have learned about Raids is that we have incredibly smart community that often comes up with multiple ways to take down a boss. Our strategy is just one example of what could be used, but don't be afraid to try something different and see what works for you and your alliance! We also have a raid channel on our discord where you can connect with other players and find the teammates you need! Good Luck out there explorers and keep an eye out for even more Raid Guides! 

Click Here to Join our Discord!
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About the Author(s)

Jessica Behringer

Wife, mother, native Texan, taco lover, book lover, dinosaur lover and self-proclaimed nerd. I hate cold weather and the book is always better than the movie. 

Sours: https://gamepress.gg/jurassicworldalive/guide/jwa-grypolyth-raid-guide


Boss HP display

- The Boss’ tooltip now shows this round’s and its maximum HP. The top HP bar displays this round’s HP total.

Raid Vote abort

- Players can opt to abandon a match, resulting in an automatic defeat.
-- The voting lasts for a short duration.
-- The vote passes as long as the majority of voting players accept.
-- The initiator of the vote automatically votes yes.
-- If the vote fails, the initiator of the vote has a short cooldown of 60 seconds (to avoid spamming votes all the time).
-- Only those who cast a vote will count (in order to determine a majority).


- One player votes to abort the match. That player automatically votes yes. One other player votes yes, while two others vote no. 50/50 means that the “yes” did not win a majority, so the match continues.
- One player votes to abort the match. That player automatically votes yes. Nobody else casts a vote. At the end of the timer, % of voters wanted the match to end, so the match ended.

Raid Defeat: Retry

- When a match ends in a defeat, you can tap either “quit” or “retry”. If you tap retry, all players who tapped retry within the time limit will come back to the same lobby at the same original geolocalized position as the raid that just ended. This alleviates the need to find a raid boss on the map, start a lobby, invite and accept.
-- The retry option can be selected as long as you can find and launch the raid boss .
-- While you are still in the result screen, you can see who has chosen retry and who has chosen quit ✓/X.

Auto-select last creature

- If you replay a raid in which you have already participated:
- You can tap the (+) sign and the last selected creature for that raid will be auto-selected (as long as the creature restrictions have not changed since the last time you played that raid).


Raid lobbies have Public and Private settings. Public lobbies will allow any players in your vicinity to join while Private lobbies are invite-only. An active Raid waiting for players to join will be highlighted with a green beacon on your Map.

- Creating a Raid lobby will make you the owner and administrator of that lobby.
- Tap the (+) sign to invite friends and Alliance-mates.
- You have the choice to set the lobby to Public or Private.
- The creature you choose will be seen by other players in the lobby.
- Once everyone has chosen their creature, the owner of the lobby can launch the Raid battle!
- As players are invited and arrive in the lobby to prepare themselves for the Raid, the System Message Box below the player slots will display helpful messages about what is happening in the lobby.

Note: It may take a little bit of time for your friends to receive their invites. The UI may become unresponsive if too many invites are sent too quickly.


Note that Raid Bosses enforce a limit on creature level and a cap on stat boosts. This means that if your level is higher than the cap your creature will play as the capped level during the fight. If your stat boost investment is higher than the cap, you will count as having the cap amount as your value in-game. This promotes a more well-rounded approach to boost distribution.

Example: Legendary Boss with Boost Cap = 10 and Level Cap = You place a legendary creature that is at level 30, with boosts as follows: Attack = 12, HP = 12, Speed = 6.

In the lobby, you end up with a level 20 legendary creature with Attack = 10, HP = 10, Speed = 6. Your total stat boosts are 26, even though your creature is effectively level

As you can see, this purposefully surpasses the usual level-based stat boost cap.


A Raid Boss’ total HP is divided into multiple HP bars.

Each time an HP bar is emptied, the Boss’s HP cannot change (up or down) until the end of the current turn. At the end of the turn (typically after Damage Over Time effects “kick-in”), the Boss will move on to the next round. Note that the Boss can still use abilities while it is in this state!

Once the round switch happens the Boss’ HP can be changed again. The Bosses of each have 2 rounds.

Every round (including on the first turn):

- The Boss’ Minions will be revived. Undefeated Minions and defeated Minions alike return fresh.
- Ongoing status effects on the Boss remain.
- The Boss gains access to a round-specific set of abilities. Tap on the Boss’ portrait or HP bar to open its tooltip and see its current abilities!


When battling in a Raid, players will see a vertical track that contains each creature’s portrait. This track shows the relative acting order of all creatures: the top-most creature acts first while the bottom-most acts last.

The Initiative Track also serves as a reference point so that each player can see what the others are doing (in order to make better tactical decisions). You can tap a creature’s portrait on the Initiative Track to open its character sheet.

All players involved in a Cooperative Raid know what the Raid Boss will be doing as the turn begins, since the initiative track displays its move choice. However, minions behave like usual opponent creatures, which means that players do not know what they will do until everyone’s moves have been chosen!


- Rend and Damage over Time values are based on the Boss’ total HP (instead of this Round’s HP).
- Each user plays with a single creature. This creature will be that user’s character for the Raid. If that creature dies, the user spectates the rest of the match. However, they can still take part in all of the fun by expressing themselves by using the emotes!
- Since there is only one creature per user, this means that swaps do not work in Raids.
- This means that “And Run” abilities will not trigger the “run” part.
- This also means that “Swap Out Abilities” do not trigger any On Escapes; since creatures are not attempting to run.
- Swap-In and On Escape abilities are therefore of no use in this game mode.
- In order for the entire team to win rewards, there will need to be at least one player’s creature that is still standing when the Boss is defeated.
- The match times out after 20 turns. This counts as a defeat for the players.

A Note on Multiplayer Game Modes

This Player-Versus-Environment feature is the first mode that opens the door to new possibilities for the game to thrive for years to come!

Many game mechanics have been developed in order to support cooperative and competitive multiplayer play modes. Most of JWA’s creatures have changed as a result.

Sours: https://ludia.helpshift.com/a/jurassic-world-alive/?s=hot-topics&f=how-do-raid-battles-work&l=en
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