Strike Battles

Strike Battles are a featur in Jurassic World: Alive. There are 3 types of strike battle:PVP, Friendly Battle, and Strike Events.

Strike Team
The player can build a team of up to 8 creatures to use in battles. If the player has less than 8 creatures, any new creature obtained will automatically be added to the player's strike team until it is filled up.

PVP Battles
PVP battles are unlocked once the player obtains at least 4 creatures. If the player has more than 4 creatures in their strike team, 4 will be selected at random for the battle.

Battles take place in Competitive Arenas. Winning a battle grants the player cups to advance to a new arena and losing battles will remove cups.

Winning a battle will award the player a random incubator as long as the player has not filled up their 4 incubator slots. Defeating 10 creatures will award the player a daily battle incubator, regardless of whether or not the player wins or has filled their incubator slots.

Friendly Battles
Participating in a friendly battle will not award nor remove cups.

Strike Events
Strike Events are unique in that the player has to walk within an event on the map. Strike Events spawn on pre-existing supply drops for a limited time.

The player can actively choose 4 creatures from within their strike team to combat a pre-determined team of 1-3 creatures controlled by the AI.

Strike events vary in how many stages the player must complete before earning the final prize. There can also be lesser prizes between battle stages. Winning an individual battle stage will award the player coins.

Health

 * Determines how much damage a creature can take. The creature is knocked out of the battle if its health reaches 0.

Damage

 * Determines how much health is removed by a standard 1x attack. Damage can be altered by Armor, Shields, buffs, debuffs and skills.

Speed

 * Determines the attack order. Creatures with a higher speed act first.


 * If two creatures have equal speed, the turn order is determined by which creature is a higher level. In the event of an equal level and equal speed, turn order is determined by which player chose their attack first.

Armor

 * Determines how much damage is reduced from incoming attacks. Direct attacks and counter attacks (excluding armor-piercing and defense shattering) are affected by armor. Damage over time is unaffected by armor.

Critical Chance

 * Determines the likelihood of dealing a Critical Hit.


 * Critical Hits deal 1.5x damage, after adding any previous modifiers.