Overview
Every spirit in Roco Kingdom: World belongs to one or two element types. Types determine which attacks hit hard, which are resisted, and how your team should be composed for both story content and competitive PvP battles. The game features 18 standard element types alongside 3 special Divine types, totaling 21 types overall.
Type interactions work on a multiplier system. When an attacking move's type is super effective against the defending spirit's type, that move deals increased damage. When the defender's type resists the attacking type, the move deals reduced damage. If neither advantage nor resistance applies, the move deals standard (1x) damage. Dual-type spirits calculate each type's multiplier independently and then combine them, which can amplify advantages or cancel opposing effects entirely.
Mastering the type chart is the single most impactful skill for new and veteran trainers alike. A well-chosen type advantage easily outweighs a level gap of five or more, while a resisted hit barely scratches the target.
The 18 Standard Types
The table below lists all 18 standard element types with their English and Chinese names. These types form the backbone of the type matchup system.
Type (English) | Type (Chinese) | Theme |
|---|---|---|
Normal | 普通 | Balanced with no outstanding strengths or weaknesses. The default type for many early-game spirits. |
Fire | 火 | Offensive powerhouse with strong attack stats. Excels against organic and metallic targets. |
Water | 水 | Versatile type found in abundance. Strong against Fire, Ground, and Mechanical. |
Grass | 草 | Nature-aligned type with recovery and status moves. Offensively limited by many resistances. |
Ice | 冰 | Strong offensive coverage against Grass, Dragon, Ground, and Wing. Defensively fragile. |
Electric | 电 | Fast spirits with high Speed stats. Effective against Water and Wing targets. |
Ground | 土/地 | Hits five types super effectively. Excellent offensive coverage but weak to common attacks. |
Wing/Flying | 翼 | Airborne spirits with speed. Strong against Grass, Fighting, and Bug. |
Poison | 毒 | Status-oriented type with access to toxic and debuff moves. Strong against Grass and Cute. |
Bug | 虫 | Wide super-effective coverage but resisted by many types. Best paired with coverage support. |
Fighting/Martial | 武 | Physical powerhouses that hit Normal, Ice, Mechanical, and Dark super effectively. |
Dragon | 龙 | Only super effective against itself. Countered by Dragon, Ice, and Cute. |
Mechanical | 机械 | Strong against Ice, Cute, and Phantom. Wide defensive utility. One of the most useful offensive types. |
Ghost | 幽 | Hits Light, Ghost, and Phantom super effectively. Has unique interactions with Normal type. |
Dark/Evil | 恶 | Effective against Poison, Cute, and Ghost. Weak to Light, Fighting, and Cute. |
Light | 光 | Rare type with special interactions. Super effective against Ghost, Phantom, and all Divine types. |
Cute | 萌 | Unique type that counters Dragon, Fighting, and Dark. Resisted by Fire, Poison, and Mechanical. |
Phantom/Illusion | 幻 | Mysterious type effective against Poison and Fighting. Resisted by Light, Mechanical, and itself. |
Divine Types
In addition to the 18 standard types, Roco Kingdom: World features 3 special Divine types. Divine types exist outside the standard matchup chart and follow their own simplified interaction rules. They are associated with legendary or mythical spirits and are relatively rare.
Divine Type | Chinese | Strong Against | Weak To |
|---|---|---|---|
Divine Fire | 神火 | 1.5x damage vs all standard types | Divine Water, Light |
Divine Water | 神水 | 1.5x damage vs all standard types | Divine Grass, Light |
Divine Grass | 神草 | 1.5x damage vs all standard types | Divine Fire, Light |
1.5x vs standard types: All three Divine types deal 1.5x damage against every one of the 18 standard element types, making Divine spirits inherently powerful in most matchups.
Rock-paper-scissors triangle: Divine Fire beats Divine Grass, Divine Grass beats Divine Water, and Divine Water beats Divine Fire.
Light is the counter: Light-type moves are super effective against all three Divine types, making Light one of the few reliable answers to Divine spirits.
Damage Multiplier Scale
Roco Kingdom: World uses a distinctive damage multiplier system that differs from some other creature-collection games. Dual-type spirits calculate each type's multiplier independently, then combine them according to the following scale.
Scenario | Multiplier | Example |
|---|---|---|
Double super-effective | 3x damage | A Ground/Stone spirit hit by a Grass move (both Ground and Stone are weak to Grass) |
Single super-effective | 2x damage | A Fire spirit hit by a Water move (Fire is weak to Water) |
Partial advantage | 1.5x damage | Divine-type move vs any standard type spirit |
Neutral | 1x damage | Neither advantage nor resistance on either type |
Single resistance | 0.5x damage | A Water move hitting a Grass spirit (Grass resists Water) |
One weak, one resists | 1x (cancels out) | A Grass/Fire spirit hit by an Ice move (Grass weak, Fire resists) |
Double resistance | 1/3x damage | A Fire/Water spirit hit by an Ice move (both resist Ice) |
Important: Double super-effective damage in Roco Kingdom: World is 3x, not 4x as some older sources claim. This compressed multiplier system makes dual-type weaknesses slightly less punishing and dual-type resistances slightly more rewarding compared to the 4x/0.25x model used in some other games.
Complete Type Matchup Chart
The following table shows every attacking type, the defending types it hits for super-effective (2x) damage, and the defending types that resist it (0.5x). Types not listed in either column take neutral (1x) damage.
Attacking Type | Super Effective Against (2x) | Resisted By (0.5x) |
|---|---|---|
Normal | Stone, Mechanical | Most types resist Normal |
Fire | Grass, Ice, Bug, Mechanical | Water, Ground, Stone |
Water | Fire, Ground, Stone | Grass, Electric |
Grass | Water, Ground, Stone, Light | Fire, Ice, Poison, Flying, Bug, Dragon, Mechanical |
Electric | Water, Flying | Electric, Grass, Dragon |
Ice | Grass, Ground, Flying, Dragon | Fire, Ice, Water, Mechanical |
Fighting | Normal, Ice, Stone, Evil, Mechanical | Poison, Bug, Flying, Cute, Ghost, Phantom |
Poison | Grass, Cute | Ground, Poison, Stone, Ghost, Mechanical |
Ground | Fire, Electric, Poison, Stone, Mechanical | Grass, Bug, Fighting |
Wing/Flying | Grass, Fighting, Bug | Electric, Ground, Dragon, Stone, Mechanical |
Cute | Dragon, Fighting, Evil | Fire, Poison, Mechanical |
Bug | Grass, Evil, Cute, Phantom | Fire, Poison, Fighting, Flying, Cute, Ghost, Mechanical |
Rock/Stone | Fire, Flying, Ice, Bug | Ground, Fighting, Mechanical |
Ghost | Light, Ghost, Phantom | Normal, Evil |
Dragon | Dragon | Mechanical |
Dark/Evil | Poison, Cute, Ghost | Light, Fighting, Evil |
Mechanical | Ground, Ice, Cute | Fire, Water, Electric, Mechanical |
Light | Ghost, Phantom, all Divine types | Evil, Ghost |
Phantom/Illusion | Poison, Fighting | Light, Mechanical, Phantom |
Key Mutual Weakness Pairs
Several types share mutual super-effective relationships, meaning each type in the pair hits the other for 2x damage. These pairings create especially volatile matchups where the faster spirit usually wins.
Type A | Type B | Notes |
|---|---|---|
Ghost | Light | One of the most important rivalries. Ghost hits Light for 2x; Light hits Ghost for 2x. |
Cute | Dark/Evil | Mutual super-effective. Both serve as checks for each other. |
Dragon | Dragon | Dragon only hits Dragon super effectively. Dragon mirrors are pure speed contests. |
Ghost | Ghost | Ghost is super effective against itself. The faster Ghost spirit usually wins the exchange. |
Weather and Type Interactions
Weather plays a major role in type effectiveness. The combat system supports 11 distinct weather types, each modifying move power or energy costs for specific element types. Weather is a global effect that applies to both sides simultaneously.
Weather | Type Boosted | Type Weakened | Additional Effect |
|---|---|---|---|
Rain | Water (+50% move power) | Fire (reduced move power) | Benefits Water-type spirits on both sides |
Intense Sun | Fire (+50% move power) | Water (reduced move power) | Also boosts some Grass-type recovery moves |
Sandstorm | Ground (energy costs reduced by 2) | N/A | Non-Ground and non-Rock types take chip damage each turn |
Hailstorm | Ice (environmental benefits) | N/A | Non-Ice types take chip damage; Ice types immune |
Weather-based team building is a powerful competitive strategy. A team centered around Rain pairs a Rain-setting spirit with multiple Water-type attackers. Every Water move gains a 50% power boost while Fire moves are weakened, creating a massive swing. The counter-play is to bring your own weather setter to override the opponent's weather or rush down the weather setter before it establishes control.
Defensive Weaknesses Quick Reference
The matchup chart above is organized by attacking type. This table flips the perspective, listing each type and the attacking types it is weak to. This is useful for quickly checking what threatens your spirits.
Defending Type | Weak To (takes 2x from) |
|---|---|
Normal | Fighting |
Fire | Water, Ground, Stone |
Water | Grass, Electric |
Grass | Fire, Ice, Poison, Flying, Bug |
Electric | Ground |
Ice | Fire, Fighting, Stone |
Fighting | Flying, Cute, Ghost, Phantom |
Poison | Ground |
Ground | Water, Grass, Ice |
Wing/Flying | Electric, Ice, Stone |
Cute | Poison, Evil |
Bug | Fire, Flying, Stone |
Rock/Stone | Water, Grass, Ground, Fighting |
Ghost | Ghost, Light |
Dragon | Dragon, Ice, Cute |
Dark/Evil | Fighting, Light, Cute |
Mechanical | Fire, Water, Electric, Ground |
Light | Ghost, Evil |
Phantom/Illusion | Ghost, Bug |
Type Strategy and Team Building
Offensive Coverage
Aim to carry attacking moves that can hit every common type for at least neutral damage. The most efficient offensive types for coverage are:
Ground: Hits 5 types super effectively (Fire, Electric, Poison, Stone, Mechanical). One of the broadest offensive types.
Ice: Hits 4 types super effectively (Grass, Ground, Flying, Dragon). Excellent coverage against common defensive types.
Fighting: Hits 5 types super effectively (Normal, Ice, Stone, Evil, Mechanical). Strong but resisted by 6 types.
Fire: Hits 4 types super effectively (Grass, Ice, Bug, Mechanical). Clean coverage against Mechanical.
Mechanical: Hits 3 types (Ice, Cute, Phantom) but also has excellent defensive resistances, making it a reliable all-rounder.
Defensive Synergy
When choosing spirits for your team, check whether multiple members share the same weakness. Spread your weaknesses across different types so no single attacking type threatens more than one or two of your spirits.
Common Defensive Cores
Core Types | Covers Each Other Against | Shared Weakness |
|---|---|---|
Water + Grass + Fire | Fire, Water, Grass, Ice, Bug, Ground, Stone, Mechanical | Varies by secondary types |
Mechanical + Cute | Dragon, Fighting, Evil (Cute); Ground, Ice, Cute (Mechanical) | Fire hits both; Ground hits Mechanical |
Ghost + Evil | Ghost covers Phantom, Light; Evil covers Cute, Poison, Ghost | Light type threatens both |
Normal Type Special Notes
The Normal type deserves special mention because it has no super-effective matchups against any other type (aside from Stone and Mechanical in this game's chart). However, it also has very few weaknesses, being vulnerable only to Fighting. Normal-type spirits are often used as reliable utility or support members that are not easily exploited. Many early-game spirits are Normal type, making it the most commonly encountered type for new players.
May 21, 2026 Type Rebalances (Season 2)
Season 2 (Carnival Strange Tales, launching at 04:00 on May 21, 2026) ships an across-the-board buff to three element families. The developer-stated targets, paraphrased from the official Season 2 patch announcement, are:
Type | Chinese | Targeted Change |
|---|---|---|
Martial | 武系 | Higher base power on key physical skills and improved survivability against psychic and illusion attackers. |
Illusion | 幻系 | New utility effects on flagship skills, mainly around field disruption and morale manipulation. |
Demon | 恶魔系 | Recovery and lifesteal pass improvements. Demon-led teams are more viable in long PvE fights, including Territory Trial bosses. |
Environmental refresh rules tied to PvP cycles are also tuned to rotate more often, which is intended to favor more dynamic counterplay in the Radiant Competition window. Specific per-move stat values for the type buffs will be reflected in this article and in the relevant per-spirit pages once the in-game patch is live and verified against confirmed numbers.
The 21-type system itself (18 standard + 3 Divine) is unchanged in scope; no new types are added in Season 2.
Summary
The 21-type system in Roco Kingdom: World (18 standard + 3 Divine) is deep enough to reward extensive study but structured enough to remain approachable. The core principles are straightforward: hit weaknesses for 2x, avoid resisted matchups at 0.5x, and be aware of dual-type multiplier interactions (3x and 1/3x). The Divine type triangle and Light's anti-Divine niche add extra layers for endgame and competitive play. Weather amplifies specific types further, making team-wide synergy just as important as individual spirit strength.
For a breakdown of how types interact with specific combat mechanics, see the Combat System article. For details on optimizing your spirits through EVs, awakenings, and bloodlines, visit the Spirit Cultivation guide.