Gallimimus full-body EVRIMA artworkBattle Point: Tier CTier C
Gallimimus bullatus

Gallimimus

Gallimimus turns calls and formation into buffs. It is ideal for groups that prefer travel, scouting and avoiding heavy combat.

OmnivoreSupport runnerDifficulty: EasyBattle Point: Tier C
Adult weight535 kgTop speed45.6 km/hBite force25Prime Peak mass560 kgLifecycle 0–100%5 hours 25 minutes
01
ROLE & DECISION LOOP

Overview and gameplay loop

Support runner

Spot danger early. Keep the herd ahead.

Gallimimus suits players who scout ahead and guide the herd away from danger. Keep communicating, choose open running routes and change direction early when a threat appears. Kick to reopen space for an escape, not to remain in a trading fight.

Open plains and long sightlinesWarn the herd earlyKeep room to run
Science & another perspectiveGallimimus means 'chicken mimic', referring to neck-bone shapes that reminded researchers of birds.
PRACTICAL GAMEPLAY LOOP

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

01

Maintain calls and buffs

02

the scout finds danger

03

the herd turns before contact

04

kick only to reopen running space.

SPECIES STRENGTHS

+Speed

+Group buffs

+Social playstyle

WEAKNESSES TO MANAGE

−Low damage

−Separation removes the advantage

−Dense forest is difficult to run through

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

LMB / RMB while standingleft mouse / right mouse while standing
Directional Foot Attacks

Choose the attacking foot with the input and camera direction; a standing attack stops your movement.

LMB / RMB while runningleft mouse / right mouse while running
Momentum Kick

Kick with the matching foot, consuming stamina and adding minor knockback; damage scales with speed.

JUMP + LMB/RMBreleasey + left mouse/right mouse
Aerial Kick

A forward-foot attack while jumping, used to create space rather than sustain a trade.

ALT + LMBALT + left mouse
Directional Claw

Sweep toward the camera but stop your movement; use it after the target commits.

GROUP CALLSGroup calls
Flocking & Mobilize Buffs

Keep the herd within range for speed and group buffs; three full nutrient bars provide the best speed.

Survival and environmental interactions

01

Grassland provides vision and running lanes

02

Forest splits the formation

03

Omnivore food is spread widely

04

Use high ground as a rally point

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 mouse25—

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

KickContextualRMB / directionalright mouse / directionalSpeed-scaled—

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

Group BuffFixedVOCALvocal0—

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

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
Multichambered Lungs

Improves stamina uptime for repeated movement and ability rotations.

#2
Social Behavior

Supports larger coordinated groups when leading.

#3
Photosynthetic Regeneration

Improves daytime stamina recovery.

#4
Sustained Hydration

Reduces how often you must visit dangerous water sources.

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

Herd runner

EFG RECOMMENDATION · VERIFY IN GAME
TACTICAL GOAL

Maintain herd formation.

MUTATION FOCUSStamina · speed · recovery
STOP RULE

The flock buff works only while formation holds; circle back for stragglers instead of splitting the herd.

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
Multichambered Lungs

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

02
Photosynthetic Regeneration

Improves daytime stamina regeneration for herbivores.

03
Social Behavior

Increases group size while you are the leader.

04
Sustained Hydration

Slows hydration drain.

01
Life preparation

Find a herd with short friendly calls instead of repeated broadcasts.

02
Execute

Maintain calls and buffs → the scout finds danger → the herd turns before contact → kick only to reopen running space.

03
Reset / disengage

The flock buff works only while formation holds; circle back for stragglers instead of splitting the herd.

PREFERRED TERRAIN

↗Grassland provides vision and running lanes

↗Forest splits the formation

ADVANTAGE TO SECURE

+A herd can maintain formation and benefit from the flock buff.

+Group buffs

RISKS TO AVOID

−Low damage

−Separation removes the advantage

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

Gallimimus 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%504 kg → 12.7 kg15 minutes8 minutes5 minutes
Juvenile25 → 50%12.7 kg → 214 kg1 hour 20 minutes40 minutes27 minutes
Sub-adult50 → 75%214 kg → 535 kg1 hour 50 minutes55 minutes37 minutes
Elder / Prime75 → 100%535 kg → 560 kg2 hours2 hours2 hours
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

Crab, Mountain Ash

βPROTEINS

Radish Flower, Fireweed

γLIPIDS

Radish Root, Bullfrog

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.

Bullfrog

A large, low green-brown frog that stays close to wet ground and shorelines.

Swamps, riverbanks and wet areas; search slowly along the water instead of sprinting through the zone.
Crab

Flat armor and side claws, moving sideways across sand or rock.

Coasts, mudflats and very shallow water; scan along the shoreline.
06
PRIME STATS

Prime stats for Gallimimus

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

ADULT · 75%535 kg

→

PRIME PEAK · ≈87,5%560 kg

Top speed+18%

ADULT · 75%45.6 km/h

→

PRIME PEAK · ≈87,5%54 km/h

Bite Force+15%

ADULT · 75%25

→

PRIME PEAK · ≈87,5%28,75

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%

Find a herd with short friendly calls instead of repeated broadcasts.

02JUVENILE · 25 → 50%

Learn the group buff rhythm and shared speed.

03SUB-ADULT · 50 → 75%

Place one scout ahead of the formation.

04ADULT / PRIME · 75 → 100%

Even at Prime, win by disengaging rather than tanking.

PRIME FAST CHECK · COMPLETE BEFORE 75%

Sanctuary juvenile

Perfect Diet

2 Migration

4 Patrol

Avoid negative mutations

Read the Prime guide
PALEONTOLOGY FIELD NOTES

Gallimimus · Science & another perspective

Gallimimus means 'chicken mimic', referring to neck-bone shapes that reminded researchers of birds.

Reconstructing Gallimimus
01 · LIFE RECONSTRUCTION

Reconstructing Gallimimus

A Gallimimus reconstruction by Steveoc 86. The form reflects the artist’s interpretation of evidence; coloration and soft tissues should not be treated as a photograph of the living animal.

The skeleton of a long-legged animal
02 · SKELETAL DISPLAY

The skeleton of a long-legged animal

Gallimimus skeleton at the Natural History Museum in London. The legs, neck and tail create proportions very different from the large-headed theropods in the same game.

The head in close view
03 · SKULL DETAIL

The head in close view

Gallimimus skull at the Central Museum of Mongolian Dinosaurs in Ulaanbaatar. It documents head shape without treating in-game herd support effects as fossil evidence.

Fun fact

It had a toothless beak and long legs; its actual diet may have been more flexible than a strictly herbivorous image suggests.

Read science and gameplay separately.

Momentum and flocking turn speed and herd behavior into a mobile support role.

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