Reduced by 50% the maximum amount of battles required to complete the Daily Defense daily mission.

Maximum is now 6 battles instead of 12.


Players can now see any creature’s active Status Effects, as well as any modified Attributes (such as Attack, Critical Hit Chance, and Speed). Ability tooltips that can be accessed during the battle are also updated to show the current effect amounts.

- For example, a creature with 1000 Attack under a two-turn -50% Distraction effect will show this effect in its creature tooltip. The tooltip will also indicate that the creature’s attack value has dropped to 500.
- When tooltipping their creature’s Strike, the owning player will see that the Strike deals 500 damage, instead of 1x or 1000.


Behaviours that affected attacks (whether defensively or offensively) now have the option of counting how many attacks are affected. When the number of affected attacks have been performed or received, the effect ends (even if there were still turns left).

The status effects that are affected by this change are Shields, Vulnerabilities, Damage Increases/Decreases, Critical Increases/Decreases, and Dodges.

Take Long Protection’s Shield effect that is used by Carnotarkus, for example.

Description: 50% Shields for 4 attacks, lasting 4 turns.

If all 4 creatures on a team attack the shielded creature then each Shield will apply against each attack in that turn. 4 attack’s worth of protection will have been expended from Long Protection. At that point, Long Protection is no longer active, since it has run out of its 4× Shields (even if we are still in Turn #1 of its duration).

This means that in 1v1 situations using Counter-Attacks and regular attacks against a deployed Shield will remove it faster through the attack count than the normal turn count duration.


These effects apply to your damage when you attack, your damage when you Rend, your damage when you Counter-Attack and the amount of HP when you heal using Heal based on Attack. All of these instances will consume one “charge” of Distraction/Ferocity.

See Healing based on Attack value for more info, below.


- When multiple Dodge and Shield effects apply to a creature each is tracked individually.
- The strongest Shield or Dodge applies first. The high-quality defensive measures are consumed first and the lower-quality ones are consumed afterwards.
- Shields and Dodges now count down their turn duration at the start of the creature’s action, instead of at the end of an opponent’s creature action.
- When using an ability that generates a charge of a given type a second time in a row (before that charge type has been used up) the charges related to this ability are added together.
- Attacks that remove Dodge, Cloak, and/or Shields still remove any and all such effects on the target(s).
- When a creature is under the effects of Shields and Dodges, both will apply. This means that you can “waste” an attack count of Dodge if you hit an Invincible creature.


Abilities that count the number of turns will count until the affected unit’s turn, instead of the ability user’s turn.


Early in the turn, the fast Irritator applies a Damage Increase to its teammates. When the Irritator’s turn finishes, the teammates’ turn counter does not decrease. Later in the turn, the slower T-Rex benefits from the Damage Increase and attacks. When the T-Rex’s action ends, the Damage Increase turn counter decreases by one. Since one attack was performed, the number of attacks also decreases.


The effects listed that last for a number of attacks stack on a per-attack basis.

Example 1: If a target is under 50% reduced Distraction effect lasting 2 attacks (a.k.a. “it has two -50% Distraction charges”) and then is hit by Instant Distraction (which imparts a -100% Distraction for 1 attack), that creature is now under a -150% Distraction for the 1st attack and a -50% distraction for the 2nd attack.

Example 2: If a target is under a 50% reduced Distraction effect lasting 2 attacks (a.k.a. “it has two -50% Distraction charges”) then is hit by an ability that does exactly the same thing, that creature is now under -100% Distraction for the 1st attack and a -100% Distraction for the 2nd attack.

Indeed, stacking such penalties in the same turn is a very useful way to face powerful opponents like Raid Bosses!


We have revised Healing abilities in order to encourage dedicated healer creatures! Their healing potential will be boosted without requiring that their allies max out their HP.

To that end, their healing will be based on the healer’s Attack attribute instead of the target’s max HP attribute.

Example ability:

Group Heal

Self and all allies: Cleanse. Heal 1x.
Cooldown: 2

Emergency Heal

Target lowest HP ally: Cleanse. Heal 2x.
Cooldown: 2


Note that using a Heal based on attack value will consume one “charge” of a Ferocity Damage increase or Distraction Damage decrease.

When healing the lowest HP creature on your team, the game will first consider the damaged creatures from the team. Then it selects the one with the absolute lowest HP. However, creatures with full health will not be targeted for healing abilities unless all creatures are full health. For example, if you have a creature with 100/100 HP and a creature with 200/300 HP and you attempt to Heal the lowest HP creature, the second creature (that is not at full life) is the one that will be healed (even if its current HP is higher than the first creature).


Never being able to use a creature’s Rend or Damage Over Time attacks on a Raid Boss would be unfortunate. To allow such effects to still occur (but at a lesser scale), we are introducing the Resistance mechanic to Jurassic World Alive.

This applies not only to Raid Bosses, but also to a good proportion of pre-existing creatures in the JWA roster! This means that the Fully Immune meta is at an end.


When a creature is Resistant to a Scalable effect, the creature is affected by the effect, but less.


- If you resist 75% of Damage over Time, it means that you suffer 100%-75%=25% of damage over time effects. This means that a turn of Lethal Wound, which usually deals 33.4% of DoT, will instead inflict 8.35% of DoT.
- If you resist 90% of Damage Decrease (a.k.a. Distraction), it means that you suffer 100%-90%=10% of damage decrease effects. This means that a one-time use of Instant Distraction, which usually reduces damage by -100%, will instead inflict a -10% damage decrease.


When a creature is Resistant to a Binary effect, the creature will have a chance to avoid the effect.

When the creature is affected by an effect that can be resisted, random chance is applied, and if successful the effect is resisted.


- If you resist 50% of Stuns and are affected by a successful Stun effect, then you have 50% chance of ignoring the Stun.
- If you resist 90% of Swap Preventions and are affected by a Swap Prevention effect then you only have 10% chance of being Swap Prevented.


Note that Resistances apply at the end of any penalty stacking. For instance, it can be useful to apply a total of 200% damage reduction to a creature that resists 75% of damage reduction, since it will at least suffer a 50% penalty to its damage.


Description: opponents must target the taunting creature, regardless of their immunity status.

- When applying this positive effect, all of your team’s Taunts are removed. This means that only one creature can be taunting per team at any given time. The same creature can apply multiple Taunts, but their durations overlap, which means that every turn, each Taunt’s duration is reduced by 1.
- The exception to the forced-targeting are On Escape abilities, Counter Attack abilities, Random targeting, and Area of Effect targeting. Those may hit a non-taunting creature as expected for their game mechanic.
- Note: If a Taunting creature ever becomes Stunned, it loses the Taunt status effect. Taunt must be applied once more for it to take effect.


The Cleanse mechanic does not remove the Stunned condition.

Designer’s notes: Because there are some wide-spanning gameplay considerations, we do not plan to change this for the foreseeable future.


With Raids it is possible to stack Deceleration effects to the same target.

- Your speed cannot go below 0.
- This means that any group of creatures with a speed penalty of 100% or more probably all have the same speed: 0.
- The consequence is that the usual tie breakers will decide who acts first.


Will trigger if your team lost a creature last turn. Note that revenge bonus will not trigger if your team loses a creature this turn (before you act).