Dilophosaurus full-body EVRIMA artworkBattle Point: Tier CTier C
FIELD GUIDE/PLAYABLES/DILOPHOSAURUS
Dilophosaurus wetherilli

Dilophosaurus

A hunter that wins through information and psychological pressure. Once venom reaches the required stages, the target begins seeing hallucinations and may break its own formation.

CarnivoreNight hunterDifficulty: HardBattle Point: Tier C
Adult weight700 kgTop speed47.5 km/hBite force85Prime Peak mass977 kgLifecycle 0–100%6 hours
01
ROLE & DECISION LOOP

Overview and gameplay loop

Night hunter

Build pressure in the dark.

Dilophosaurus suits a hunt built around repeated approaches and retreats. Use darkness and cover, build venom with bites, then leave counterattack range. Call the target's position so the pack can maintain pressure instead of extending a lone chase.

Darkness and coverBuild pressure in stagesCommunicate with the pack
Science & another perspectiveDilophosaurus had two thin bony crests and lived during the Early Jurassic.
PRACTICAL GAMEPLAY LOOP

Follow the steps in order. If the situation changes, reset your position before continuing.

01

Build venom with a bite

02

leave counterattack range

03

call the position to the pack

04

apply hallucination pressure

05

finish the panicked target.

SPECIES STRENGTHS

+Strong night vision

+Venom creates major disruption

+A coordinated pack is extremely oppressive

WEAKNESSES TO MANAGE

−Depends on venom buildup

−Weak direct burst

−Daylight reduces its advantage

02
COMBAT & SURVIVAL KIT

Special abilities and controls

Verified against the current ability set in patch 0.21.772. Shown keys are defaults; players with custom binds should check Settings → Controls.

Combat and unique abilities

LMBleft mouse
Venom bite

Bite to build venom; do not spam attacks before reading the sound and visual cues for each stage.

RMBright mouse
Hallucination pressure

Apply secondary hallucination pressure after the target reaches the required venom state.

Q (hold)Q (hold)
Scent

Track footprints and carcasses; night vision helps maintain a pursuit after dark.

Survival and environmental interactions

01

Night and light forest conceal movement

02

Cannot climb trees

03

Rocky banks let the pack split hallucination angles

04

Do not let a daylight chase run too long

EInteractWallow at a mud pool to reduce tracks and scent for a while.

QScentScent while standing still to read water, diet, carcasses, tracks and distant zones.

GCarcass interactionCorpse handling: tap to tear off a chunk; hold to drag or carry it when mass allows.

HRestRest / safe logout: rest out of sight; never lie on a trail or directly between others and water.

All basic controls +
W A S DW A S D
Movement

Use SHIFT to sprint and Z to switch trot or walk for tighter turns.

Q (hold)Q (hold)
Scent

Hold longer for greater range; tap Q to open the compass.

EE
Interact

Eat, drink, wallow, use nests and interact with resources.

GG
Grab / chunk

Tap to tear off a chunk; hold to drag or carry a valid object.

H / HOLD HH / Hold H
Rest / safe logout

Rest for faster recovery; hold H to sleep and log out safely.

TABTAB
Status

View growth, diet, mutations, sex, group and asset location.

1 · 2 · 3 · 41 · 2 · 3 · 4
Calls

Broadcast · friendly · threaten · help. Loud calls reveal your position.

N / BN / B
Court / nest

Use N to pair or place a nest; B builds a mound nest for supported species.

03
COMBAT NUMBERS

Damage by ability

Actual damage also depends on mass, hitbox, attack direction, bleed and server balance. The table separates fixed values from scaling abilities to avoid treating community figures as absolute damage.

AbilityKeyBody / ValueHead
BiteFixedLMBleft mouse85—

Community reference for Bite; actual results still vary with mass, hitbox and server balance.

HallucinationContextualRMB by stageright mouse by stageVenom-stage scaled—

Hallucination scales with target state, mass, speed or contact conditions; use the listed value as a reference rather than guaranteed damage.

Directional BiteContextualALT + LMBALT + left mouseBite Force-based—

Directional Bite scales with target state, mass, speed or contact conditions; use the listed value as a reference rather than guaranteed damage.

04
MUTATION PRIORITY

Recommended mutations

This list is the species-wide foundation. After choosing a build below, follow its dedicated loadout order instead of keeping the general priority.

#1
Augmented Tapetum

Extends night-vision effectiveness.

#2
Multichambered Lungs

Improves stamina uptime for repeated movement and ability rotations.

#3
Hemomania

Improves pressure against targets that are already bleeding.

#4
Nocturnal

Improves recovery during the night cycle.

PLAYSTYLE ROUTES

Two builds & detailed guides

Choose the role you want to play in this life. These are EFG tactical recommendations, not universal meta builds for every matchup.

SELECTED BUILD · 01

Night stalker

EFG RECOMMENDATION · VERIFY IN GAME
TACTICAL GOAL

Track prey through the night.

MUTATION FOCUSNight vision · scent · stamina
STOP RULE

Track only while darkness lasts long enough to build venom and cover remains available for each reset.

MUTATION LOADOUT

Choose in order from 01 → 04

Prioritize the first mutation in the list. If it is unavailable or slot-limited, use the next option and check again at the next milestone.

01
Nocturnal

Improves recovery and movement speed at night.

02
Augmented Tapetum

Improves night vision and must be unlocked before selection.

03
Multichambered Lungs

Lowers the stamina-regeneration threshold and requires an activity unlock.

04
Featherweight

Makes tracks fade faster to help break pursuit.

01
Life preparation

Hunt AI and listen before entering a forest edge.

02
Execute

Build venom with a bite → leave counterattack range → call the position to the pack → apply hallucination pressure → finish the panicked target.

03
Reset / disengage

Track only while darkness lasts long enough to build venom and cover remains available for each reset.

PREFERRED TERRAIN

↗Night and light forest conceal movement

↗Cannot climb trees

ADVANTAGE TO SECURE

+Enough nighttime remains to track and reset venom pressure.

+Venom creates major disruption

RISKS TO AVOID

−Depends on venom buildup

−Weak direct burst

NOTE: A build guides decisions; it does not replace reading hitboxes, stamina, team numbers and server-specific settings.

Mutation names, unlock conditions and effects may change with hotfixes. EFG prioritizes developer data; unclear items are treated as community recommendations and should be verified against the in-game description.

05
GROWTH & DIET MATRIX

Growth time, mass and diet

GROWTH BY STAGE

Dilophosaurus from 0% to 100%

VERIFIED

Before Adult: one nutrient gives 100% growth speed, two give 200%, and all three give 300%. Diet does not speed up Elder ageing at 75–100%. The table assumes a 1× server.

StageMass1 nutrient2 nutrientsAll 3 nutrients
Hatchling0 → 25%1.3 kg → 180 kg20 minutes10 minutes7 minutes
Juvenile25 → 50%180 kg → 411 kg1 hour30 minutes20 minutes
Sub-adult50 → 75%411 kg → 700 kg2 hours1 hour40 minutes
Elder / Prime75 → 100%700 kg → 977 kg2 hours 40 minutes2 hours 40 minutes2 hours 40 minutes
Sources: official patch 0.21.772 and the Evrima Quick Guide playable table. Actual time is longer when nutrients drop, hunger or thirst intervenes, or the server uses a different multiplier.
αCARBS

Diablo, Carno, Hypsi, Deer, Chicken

βPROTEINS

Boar, Teno, Herrera, Cera

γLIPIDS

Galli, Maia, Goat, Sea Turtle, Dryo

Perfect Diet

Maintain α, β and γ together for 300% Growth. Each bar only needs a remaining value; when one reaches zero, speed immediately drops to the corresponding tier.

IDENTIFYING AI PREY IN THE DIET

AI spawns by region and player/server density; spawn descriptions refer to habitat types, not guaranteed coordinates.

Deer

Brown body, long legs and antlers; larger than a goat and often runs in long bursts.

Land AI favoring forest edges, grassland and active player corridors; it has no guaranteed fixed coordinate.
Boar

Low, thick and dark brown; it charges straight when startled and disappears easily in bushes.

Land AI found in forest, forest edge and grassland; density depends on player and server activity.
Goat

Small, pale and compact with short horns; easy to mistake for a light object at range.

Open terrain, hillsides and grassland; its call is often easier to detect before the animal is visible.
Chicken

A tiny round ground bird that runs in a zigzag and vanishes in grass.

Near trails, forest edges and active player areas; suitable prey for juveniles.
Sea Turtle

An oval shell and broad flippers; larger and slower than schooling fish.

Coastal shallows near shore; locations change with server AI density.
06
PRIME STATS

Prime stats for Dilophosaurus

75%Adult baselinePrime window begins
≈87,5%Peak windowUsually peak power
100%Elder valueDecline begins after Peak
Mass / HP proxy+40%

ADULT · 75%700 kg

→

PRIME PEAK · ≈87,5%977 kg

Top speed+10%

ADULT · 75%47.5 km/h

→

PRIME PEAK · ≈87,5%52.3 km/h

Bite Force+15%

ADULT · 75%85

→

PRIME PEAK · ≈87,5%97,75

Peak is the comparison point above. Prime usually rises from 75%, peaks around 87.5%, then enters Elder decline. Mass, speed and Bite Force use the Prime Peak value at roughly 87.5%; hotfixes may change these stats.

07
LIFECYCLE ROUTE

From first spawn to Prime

01NEW SPAWN · 25%

Hunt AI and listen before entering a forest edge.

02JUVENILE · 25 → 50%

Practice reading venom cues on a small target.

03SUB-ADULT · 50 → 75%

Travel in a pack of two to four, each covering an escape line.

04ADULT / PRIME · 75 → 100%

After Prime, use the night cycle to isolate mid-tier prey.

PRIME FAST CHECK · COMPLETE BEFORE 75%

Sanctuary juvenile

Perfect Diet

2 Migration

4 Patrol

Avoid negative mutations

Read the Prime guide
PALEONTOLOGY FIELD NOTES

Dilophosaurus · Science & another perspective

Dilophosaurus had two thin bony crests and lived during the Early Jurassic.

Reconstructing Dilophosaurus
01 · LIFE RECONSTRUCTION

Reconstructing Dilophosaurus

A Dilophosaurus reconstruction by Petr Menshikov. The form reflects the artist’s interpretation of evidence; coloration and soft tissues should not be treated as a photograph of the living animal.

From the slab display
02 · MUSEUM DISPLAY

From the slab display

Dilophosaurus displayed at the Royal Ontario Museum. Preserved and displayed bones look different from the complete standing pose in a life reconstruction.

The paired crests
03 · SKULL DETAIL

The paired crests

Dilophosaurus skull displayed at the Royal Tyrrell Museum. Look for the paired head crests; this image is not evidence for a neck frill or venom-spitting ability.

Fun fact

There is no fossil evidence for the expandable neck frill or venom spit made famous by films.

Read science and gameplay separately.

EVRIMA venom and hallucinations are fictional gameplay mechanics.

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