Dinosaurking - Dilophosaurus Description

Every dinosaur in the Arcade Game (only starting with the Japanese 4th Edition and its equivalents) is given a Type. Types can be thought of as in-battle perks for each dinosaur. With every new named collection of card releases (2006/Series 1, 2007/Series 2, Gekizan, Kakushin, and the special Kakushin 6th), dinosaurs will generally be given a different Type than they had before, often from a group of newly-introduced Types.

The image on the right shows the introduction of a dinosaur before battle in the English arcade. Notice the Type Section on the top right corner.

In the arcade game, it can be noted that there are version changes. The following only shows the Types found on the all language versions of Dinosaur King in the world. Since Japan received more updates than other nations' versions, they alone gained newer Types (though Taiwan began using the Japanese version for those releases).

Original Types

Description Exclusive? Example
Attack Higher power in Moves, and a stronger Critical Move. No Einiosaurus
Tie Gets lower damage during a tie. No Lambeosaurus
Defense Lower power in Moves, but has more health. No Dilophosaurus

New Types

These Types appeared when the 3rd update of the Arcade Game was released.

Description Exclusive? Example
Counter The Dinosaur will become stronger after a loss. No Corythosaurus
Blitz If any button is pressed at the 10 second count, then the dinosaur's strength will be boosted. No Deltadromeus
Crisis The dinosaur will become stronger when it has low energy. No Altirhinus
Hunter Moves become more powerful once the opponent has a weaker health level than the player's dinosaur. No Ampelosaurus
Charge The opponent receives more damage than normal in a tie (Tie Attack can, perhaps, boost this effect). No Yangchuanosaurus
Heroic The sign that can be beaten by the opponent's Critical Move is stronger than other moves. No Tarchia
Death Allows the usage of Death Fire when energy is low without using its card. Yes Black Tyrannosaurus only
Revival Can revive once if death occurred in a tie, the energy revived being the minimum amount of energy possible. Yes Fossil Cards only (i.e. Saurolophus)
Poison The dinosaur has a chance to poison their opponent, taking a small chunk of their health. The poison effect will reside after three rounds. This effect will not kill the opponent, instead stopping once the opponent is at minimum health.

This effect is similar to Venom Fang, and can be negated by Recovery Moves.

Yes Alpha Dinosaurs only (i.e. Super Alpha Allosaurus)


These Types are only available in later Japanese gameplay.

Description Exclusive? Example
Reform When you win many times, your Attack will get stronger. No Megalosaurus (Gekizan 1st Edition)
Tie Defense After multiple ties in a row, new ties won't give damage. No Apatosaurus (Gekizan 3rd Edition)
Recovery A Recovery effect will activate after random wins. No Spectral Armor Brontikens
Strength TBA No DinoTector Chomp
Lucky 7 Raises Technique when the move button is pressed at 7 seconds remaining. No DinoTector Spiny
Will Power TBA No DinoTector Tank
Super Type for all Super Dinosaurs. Yes Super Dinosaurs only (i.e. Super Tyrannosaurus)
Lethal TBA No Apatosaurus (Kakushin 3rd Edition)
Rock-Rock Raises Attack after multiple uses of Rock. No Indosuchus
Scissors-Scissors Raises Attack after multiple uses of Scissors. No DinoTector Carnotaurus (Kakushin 6th Edition)
Paper-Paper Raises Attack after multiple uses of Paper. No Spectral Armor Maximus (Kakushin 6th Edition)
Other Sometimes forgets their Moves. No Pawpawsaurus (Kakushin 3rd Edition)
Warning TBA No Megalosaurus (Kakushin 3rd Edition)
Tie Recovery The Dinosaur will get a Recovery effect after a tie. No Eocarcharia


  • Types seem to be assigned to dinosaurs in a pattern. (Tyrannosaurus - Attack, Spinosaurus - Tie, Styracosaurus - Defense, Saichania - Tie, Parasaurolophus - Defense, Carnotaurus - Attack)
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