Explorers!

Once again, Ludia has released an image of the components for the new 1.6 hybrids – this time for the unique variety.

So I’d say it’s about time to review what we know, and what levels you’ll need each of these components at in order to begin fusing your own versions of these hybrids.

Now, we don’t know the names at this point of some of these hybrids. So in order to go over this, I’ll be using the images (like the one below).

What We Know – The Uniques

All dinosaurs needed for fusing the uniques need to be at least level 20. So the first unique will require a level 20 Monomimus and a level 20 Darwinopterus.

The second unique will require a level 20 Stygimoloch Gen 2, and a level 20 Darwezopteryx (new legendary).

Generally the movesets for hybrids is produced from the original movesets of each component. Since hybrids are generally more powerful than their predecessors, usually some combination of their stats or their moves are upgraded. In the case of Allosinosaurus versus Thoralodosaur, we get the exact same kit with a lot more punch (base stats). And at other times, the lineage of the moveset is upgraded. Something with Evasive Strike might be upgraded to Evasive Stance or Cloak in a future evolution.

So for the first unique, what do we have to work from?

DARWINOPTERUS MOVES

CLEANSING IMPACT Cleanse self. Deal 1.5x damage.

Cooldown: 2 turn(s)

PINNING STRIKE Deal 1x damage. Target cannot swap for next 2 turns.
SWOOP DoT .2x of target’s max HP for 3 turns. Automatic Swap.

Cooldown: 2 turn(s) Delay: 1 turn(s)

PASSIVE EFFECTS

SWAP IN WOUND Dot .25x target’s max HP for 2 turns after swapping in.

Unable to swap for 2 turns.

 

MONOMIMUS MOVES

DISTRACTING IMPACT Deal 1.5x damage. Target’s damage is reduced 50% for 2 turns.

Cooldown: 2 turn(s)

EVASIVE STANCE Priority. Gain 50% chance to Dodge direct damage for 3 turns.

Cooldown: 3 turn(s)

NULLIFYING IMPACT Remove Positive Effects. Deal 1.5 damage.

Cooldown: 2 turn(s)

NULLIFYING STRIKE Remove Positive Effects. Deal 1x damage.

PASSIVE EFFECTS

IMMUNITY All negative effects are deflected.

 

As for the second Unique flyer, we really don’t have a lot of information because we are lacking the kit of Darwezopteryx. But we do know what Stygimoloch Gen 2 brings to the table.

STYGIMOLOCH GEN 2 MOVES

IMPACT AND RUN Deal 1.5x damage. Automatic Swap.

Cooldown: 1 turn(s) Delay: 1 turn(s)

SHIELDING STRIKE Deal 1x damage. 50% shield for 1 turn.

 

Something else worth noting for the Unique made of Monomimus and Darwinopterus. Even if it ends up getting Immunity from Monomimus, that does not mean it will be immune from swap prevention (if it also gets a swap-in move).

When swap-in abilities were first introduced, Ludia mentioned this possibility — that an immune dino might also possess a swap in move. Here’s what they said in their patch notes for 1.4 (two patches ago).

Swap abilities prevent the creature from swapping for one or two turns, this is called binding (a creature is said to be “Bound”). Note that this special type of Swap Prevention occurs even if the creature is Immune, since this is self-inflicted. However, this negative effect can be cleansed through the usual means.

[source]

What We Know – The Legendaries

As for the legendary dinosaurs, we can see clearly that the first silhouette here represents Darwezopteryx. In order to fuse for Darwezopteryx, you’ll need Darwinopterius at level 15 and Hatzegopteryx at level 15.

For the Scolosaurus hybrid, you’ll need Scolosaurus at 15 and Koolasuchus at 15. Let’s take a look at the kits for these two hybrids.

For Darwezopteryx, we’re getting some interesting components. We again get Darwinopterius (same as above) with swap in wound, cleansing impact, swoop, and pinning strike. But the Hatzegopteryx kit is equally interesting, as well as the possible combinations.

HATZEGOPTERYX MOVES

IMPACT AND RUN Deal 1.5x damage. Automatic Swap.

Cooldown: 1 turn(s) Delay: 1 turn(s)

SUPERIORITY STRIKE Cleanse distraction. Deal 1x damage.

Target’s speed -33% for 1 turn.

PASSIVE EFFECTS

SWAP IN DEFENSE Gain 50% Shield for 2 turns after swapping in. Unable to swap for 2 turns.

 

Scolosaurus is at this point a mystery. We know it comes from the Ankylosaurus line, so it will likely have defense, some kind of shielding, and perhaps a vulnerability strike, but as we learned from Miragaia (which comes from the Stegosaurus line yet didn’t get Thagomizer and instead got counter attack), things don’t always work out the way we expect.

Koolasuchus, however, has an interesting kit that could be combined with armor in really interesting ways.

KoolasuchusKOOLASUCHUS MOVES

DISTRACTING IMPACT Deal 1.5x damage. Target’s damage is reduced 50% for 2 turns.

Cooldown: 2 turn(s)

NULLIFYING STRIKE Remove Positive Effects. Deal 1x damage.
SLOWING IMPACT Deal 1.5x damage. Decrease speed 50% for 3 turns.

Cooldown: 4 turn(s)

 

What We Know – The Epics

For the epics, we uncovered two similar names in our datamining efforts that seem to match these two creatures. The first was called Edmontoguanadon and appears to match the Edmontosaurus and Iguanadon hybrid above. Maybe the name will be different, but at least we have that to go off of. The second was Proceratm, and the same is true here.

For both epics, you’ll need components at level 10 in order to fuse. Thankfully, if you’ve been playing this game for a few months or more, you’re already likely there with these creatures.

The Edmontoguanadon kit will likely involve some stunning. The components are really similar on these two.

Edmontosaurus

EDMONTOSAURUS MOVES

GREATER STUNNING IMPACT Deal 1.5x damage. 75% Chance to stun 1 turn.

Cooldown: 3 turn(s)Delay: 1 turn(s)

STRIKE AND RUN Deal 1x damage. Automatic swap.

Cooldown: 1 turn(s) Delay: 1 turn(s)

SUPERIORITY STRIKE Cleanse distraction. Deal 1x damage.

Target’s speed -33% for 1 turn.

PASSIVE EFFECTS

SWAP IN STUN Gain 66% chance to stun for 1 turn after swapping in. Unable to swap for 2 turns.

 

Iguanodon

IGUANODON MOVES

GREATER STUNNING IMPACT Deal 1.5x damage. 75% Chance to stun 1 turn.

Cooldown: 3 turn(s)Delay: 1 turn(s)

SUPERIORITY STRIKE Cleanse distraction. Deal 1x damage.

Target’s speed -33% for 1 turn.

PASSIVE EFFECTS

SWAP IN STUN Gain 66% chance to stun for 1 turn after swapping in. Unable to swap for 2 turns.

 

The Proceratm on the other hand will have some combination of a kit that seems to resemble Monomimus — which is an interesting comparison. Both Monomimus and Proceratm have components from the same trees. Proceratosaurus and Monolophosaurus are strikingly similar and have pretty similar kits. And Ornithomimus and Gallimimus also have very similar kits. So one could assume the combination of the two will also be pretty similar.

Proceratosaurus

PROCERATOSAURUS MOVES

DISTRACTING IMPACT Deal 1.5x damage. Target’s damage is reduced 50% for 2 turns.

Cooldown: 2 turn(s)

NULLIFYING STRIKE Remove Positive Effects. Deal 1x damage.
SLOWING IMPACT Deal 1.5x damage. Decrease speed 50% for 3 turns.

Cooldown: 4 turn(s)

 

ORNITHOMIMUS MOVES

EVASIVE STRIKE Deal 1x damage.

Gain 50% chance to Dodge direct damage for 1 turn.

IMPACT AND RUN Deal 1.5x damage. Automatic Swap.

Cooldown: 1 turn(s) Delay: 1 turn(s)

INSTANT DISTRACTION Priority. Target’s damage is reduced 90% for 1 turn.

Cooldown: 1 turn(s)

PASSIVE EFFECTS

IMMUNITY All negative effects are deflected.

 

In Conclusion

So far, we’re still shooting in the dark. Knowing the components can help us prepare pretty well for these hybrids. We know the big needs, but we don’t have a lot of control over most of them. Stygi Gen 2 is still an arena exclusive dinosaur. And most of the rest of the components are presently in parks, like Iguanodon, Hatzeogpteryx, and Darwinopterius. And being that the release notes in the past haven’t shown clear statistics on these dinosaurs, we may not have enough information to make guesses on what to go for until the release.

For the moment, add the above dinosaurs to your hit list of things to dart, and let’s see what these kits look like (hopefully in the release notes). We’ll just have to wait and see.

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