The Dino Hunters evolution system in Roblox Dino Hunters by Fishgig Game is the central progression mechanic that turns a freshly captured dinosaur into an endgame anchor. Every captured dino starts at Tier 1 and can be evolved up to Tier 3, with the material cost scaling by rarity tier. This guide covers the full evolution ladder from Common to Ancient, the exact coin and evolution stone costs for each tier, the stat growth multipliers per rarity, and the level requirements that gate Tier 2 and Tier 3 evolution.
Evolution System Basics
The evolution system in Dino Hunters is a 3-tier ladder applied uniformly across all six rarity tiers (Common, Uncommon, Rare, Legendary, Apex, Ancient). Every captured dinosaur follows the same ladder structure, but the material cost and stat growth differ based on rarity.
3-Tier Ladder Snapshot
| Stage | Unlocked At | What Changes |
|---|---|---|
| Tier 1 | Capture moment | Base stats, no evolution cost |
| Tier 2 | Level 15-20 (rarity-dependent) + coins + stones | Multiplier applied to all base stats |
| Tier 3 | Level 30-40 (rarity-dependent) + coins + stones | Multiplier applied again, max stat ceiling reached |
The ladder is not a separate rarity upgrade — it does not change a Common dino into an Uncommon, or an Apex dino into an Ancient. Instead, it multiplies the base stats of whatever rarity the dinosaur already is. A Tier 3 Velociraptor is still a Rare tier dinosaur with 1.5x Rare-tier stat growth applied three times across the ladder.
Why Evolution Matters for Endgame Play
Without evolution, a Tier 1 dino's stats cap at the base values defined for its rarity. The Volcano biome's Apex predator T-Rex has a 3500 base HP at Tier 1, but a Tier 3 T-Rex hits 9000 max HP — a 2.56x increase across the ladder. Endgame encounters against Legendary and Apex dinos require the stat ceiling that only Tier 3 evolution provides, so any hunter who plans to push into late-game content needs to invest in evolution materials early.
Evolution Costs by Rarity Tier
Each rarity tier has its own material cost for Tier 2 and Tier 3 evolution. Common tier is the cheapest, Ancient tier is the most expensive.
| Rarity | Tier 2 Cost | Tier 3 Cost | Total Stones | Total Coins |
|---|---|---|---|---|
| Common | 300 coins + 5 stones | 1000 coins + 20 stones | 25 | 1300 |
| Uncommon | 500 coins + 10 stones | 1500 coins + 30 stones | 40 | 2000 |
| Rare | 500 coins + 10 stones | 1500 coins + 30 stones | 40 | 2000 |
| Legendary | 500 coins + 10 stones | 1500 coins + 30 stones | 40 | 2000 |
| Apex | 500 coins + 10 stones | 1500 coins + 30 stones | 40 | 2000 |
| Ancient | 800 coins + 25 stones | 2500 coins + 50 stones | 75 | 3300 |
Note that Uncommon, Rare, Legendary, and Apex tiers all share the same cost — 1500 coins + 30 stones for Tier 3 — while Common is cheaper and Ancient is more expensive. This is a deliberate design choice that lets players invest in any non-Common, non-Ancient tier without worrying about hidden cost penalties.
Per-Rarity Stat Growth Multipliers
| Rarity | Tier 1 to Tier 2 | Tier 2 to Tier 3 | Cumulative (Tier 1 to Tier 3) |
|---|---|---|---|
| Common | 1.2x | 1.2x | 1.44x |
| Uncommon | 1.4x | 1.4x | 1.96x |
| Rare | 1.5x | 1.5x | 2.25x |
| Legendary | 1.6x | 1.6x | 2.56x |
| Apex | 1.6x | 1.6x | 2.56x |
| Ancient | 1.7x | 1.7x | 2.89x |
Ancient tier has the highest stat growth multiplier (1.7x per tier, 2.89x cumulative), which is why Spinosaurus's Tier 3 max HP of 5500 is higher than many would predict from its 2200 base HP. The cumulative multiplier for each tier is the single most important number for predicting endgame performance.
Why Common Tier Multipliers Are Lower
The 1.2x per-tier multiplier for Common dinos is intentionally lower because Common dinos are designed as starter captures with low base stats. The math is straightforward: a Common dino at Tier 3 with a 1.44x cumulative multiplier will always be weaker than a Rare dino at Tier 1 with base stats because the base stat gap between rarities exceeds the multiplier gap. This is the structural reason Common tier is bench fodder rather than a viable Tier 3 investment.
Why Ancient Tier Multipliers Are Higher
The 1.7x per-tier multiplier for Ancient dinos reflects the prestige identity of the tier. Ancient is positioned as the endgame tier above Apex, and the higher multiplier is what makes the 50-stone Tier 3 cost worthwhile. The 2.89x cumulative multiplier is the highest in the game, which means a Tier 3 Ancient dino scales more per level than any other tier — but the level gate (Level 40) and material cost (50 stones) gate this scaling behind the longest grind in the game.
Choosing Your First Carry Evolution
The optimal first evolution investment depends on your roster role and biome access:
| Carry Tier | Best Starter Species | Why |
|---|---|---|
| Uncommon | Triceratops (Forest) | Easy biome access, low capture rate |
| Rare | Velociraptor (Jungle) | Fast XP gain, pack bonus utility |
| Legendary | Allosaurus (Snow Mountain) | Mid-game anchor, 1.6x growth |
| Apex | T-Rex (Volcano) | Endgame anchor, 1.6x growth |
| Ancient | Spinosaurus (Swamp) | Prestige anchor, 1.7x growth |
New hunters should pick Triceratops or Velociraptor because both are biome-accessible by Tier 15 and have the cheapest evolution costs. Mid-game hunters should pivot to Allosaurus for the Legendary growth multiplier. Endgame hunters should run T-Rex and Spinosaurus as co-anchors for the Volcano and Swamp biomes.
Level Requirements for Each Tier
Evolution is gated by both materials and dino level. The level requirement scales by rarity because higher-rarity dinos earn XP at a slower rate per capture.
| Rarity | Tier 2 Level | Tier 3 Level |
|---|---|---|
| Common | Level 10 | Level 20 |
| Uncommon | Level 15 | Level 30 |
| Rare | Level 15 | Level 30 |
| Legendary | Level 15 | Level 30 |
| Apex | Level 15 | Level 30 |
| Ancient | Level 20 | Level 40 |
Common tier dinosaurs level fastest because their XP gain per combat is highest, but their Tier 2 and Tier 3 level gates are lower (10 and 20 vs 15 and 30 for the mid-tiers). Ancient tier has the highest level gates (20 and 40) because XP gain per combat scales down with rarity to balance the higher stat growth.
XP Sources and Capture Level Reset
Every captured dinosaur starts at Level 1. XP is gained from:
- Combat wins: 30-80 XP per dino defeated, scaling by target rarity
- Capture bonuses: 50 XP per successful capture
- Code redemptions: some active codes grant XP boost multipliers for 1-3 hour windows
- Event completions: seasonal events like Roaming Dinos grant bonus XP
Captured dinosaurs do not reset on evolution — a Tier 3 Velociraptor at Level 30 stays at Level 30 across the evolution. This means evolution is a pure stat multiplier on top of your leveling progress, not a replacement for it.
Evolution Material Sources
Evolution stones are the gating resource for Tier 2 and Tier 3 evolution. There are 5 primary sources:
- Hunt rewards: 1-3 stones per Rare+ dino defeated, scaling with target rarity
- Capture rewards: 1-2 stones per successful capture
- Daily login bonus: 5 stones per day if you log in consecutively for 7 days
- Active codes: codes like FISHGIG or DINO drop 5-15 stones per redemption during promotional windows
- Robux gamepasses: the 2x Coins gamepass doubles stone drop rates from hunts but does not directly grant stones
Coins are the secondary resource. Coins drop from every combat encounter at roughly 50-200 coins per kill, plus bonus coins from captures and event completions. The Robux Coins gamepass lets you buy coin bundles directly, but most free-to-play hunters can accumulate enough coins through normal play to fund Tier 3 evolution within 2-3 weeks of consistent play.
Common Mistakes When Starting Evolution
New hunters often make the same handful of evolution mistakes:
- Evolving Common dinos first: the 1.44x cumulative multiplier means Tier 3 Common dinos are weaker than Tier 1 Rare dinos. Spend stones on Rare and above.
- Skipping Tier 2 to save for Tier 3: Tier 2 evolution is a 1.5x-1.7x stat boost that you cannot get any other way. Waiting for Tier 3 means missing the Tier 2 window.
- Ignoring the level gate: many hunters stockpile stones but forget that evolution also requires the dino to be at the target level. Level grinding is part of the evolution prep.
- Spending coins on weapons instead of evolution: weapon upgrades matter, but evolution has a multiplicative effect that compounds over the entire roster.
- Evolving bench dinos: pre-evolving dinos you are not currently using wastes stones on a roster slot that could be a fresh capture.
A disciplined approach is to identify your target carry dino early, level it to the Tier 3 gate, stockpile stones, and only then spend coins and stones to evolve.
Active Codes for Evolution Hunters
Active codes drop free evolution stones that can fund Tier 2 or Tier 3 evolution without grinding. Codes like FISHGIG drop roughly 10 stones per redemption, which covers a quarter of a Tier 3 Rare evolution. Check our codes guide for the latest active codes from Fishgig Game's Roblox Community Group.
Frequently Asked Questions
What is the maximum evolution tier in Dino Hunters? The maximum is Tier 3. All six rarity tiers (Common, Uncommon, Rare, Legendary, Apex, Ancient) follow the same 3-tier ladder, but the stat growth multiplier and material cost differ per rarity.
How many evolution stones does Tier 3 evolution cost? Tier 3 evolution costs 30 evolution stones for Uncommon, Rare, Legendary, and Apex tiers, 20 stones for Common, and 50 stones for Ancient. Common is cheaper because the stat growth is lower; Ancient is more expensive because the stat growth is higher.
Does evolution change a dinosaur's rarity? No, evolution does not change rarity. A Tier 3 Velociraptor is still a Rare tier dinosaur. Evolution only multiplies the base stats of the existing rarity.
Can I evolve a dino that is below the level requirement? No. Tier 2 requires Level 10-20 (rarity-dependent) and Tier 3 requires Level 20-40. You must level your dino through combat, captures, and XP boosts before evolution unlocks.