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 19 regular element types alongside 3 special Divine types that exist outside the standard matchup chart.
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 double (2x) damage. When the defender's type resists the attacking type, the move deals half (0.5x) 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 produce amplified advantages or cancel opposing effects out 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 sections below list every type, the complete matchup table, the rules for dual-type calculations, weather-type synergies, and the Divine type system.
The 19 Regular Types
The table below lists all 19 regular element types with their Chinese names, a brief thematic description, and notable spirits that represent each type. Types are organized roughly by theme: elemental, physical, creature, and supernatural.

Type | Chinese | Theme |
|---|---|---|
Normal | 普通 | Balanced, 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 Stone |
Grass | 草 | Nature-aligned type with recovery and status moves; offensively limited by many resistances |
Electric | 电 | Fast spirits with high Speed stats; effective against Water and Flying targets |
Ice | 冰 | Strong offensive coverage against Grass, Ground, Flying, and Dragon; defensively fragile |
Fighting | 武 | Physical powerhouses that hit Normal, Ice, Stone, Evil, and Mechanical super effectively |
Poison | 毒 | Status-oriented type with access to toxic and debuff moves; strong against Grass and Cute |
Ground | 土 | Hits five types super effectively; excellent offensive coverage but weak to common Grass and Bug attacks |
Wing/Flying | 翼 | Airborne spirits with speed; strong against Grass, Fighting, and Bug |
Cute | 萌 | Unique type that counters Dragon, Fighting, and Evil; resisted by Fire, Poison, and Mechanical |
Bug | 虫 | Wide super-effective coverage (Grass, Evil, Cute, Phantom) but resisted by seven types |
Rock/Stone | 石 | Durable type effective against Fire, Flying, Ice, and Bug; weak to Ground and Fighting |
Ghost | 幽灵 | Hits Light, Ghost, and Phantom super effectively; immune interactions with Normal in some contexts |
Dragon | 龙 | Only super effective against itself; countered by Dragon, Ice, and Cute |
Dark/Evil | 恶魔 | Effective against Poison, Cute, and Ghost; weak to Light, Fighting, and itself |
Mechanical | 机械 | Strong against Ground, Ice, and Cute; resists its own type and has wide defensive utility |
Light | 光 | Rare type with special interactions against Ghost, Evil, and Divine types |
Phantom/Illusion | 幻 | Mysterious type effective against Poison and Fighting; resisted by Light, Mechanical, and itself |
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). If a defending type is not listed in either column, the move deals neutral (1x) damage against it.
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 | 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 | (see Light-type special notes below) | (see Light-type special notes below) |
Phantom/Illusion | Poison, Fighting | Light, Mechanical, Phantom |
A few patterns stand out in this chart. Ground is one of the most offensively potent types, hitting five types super effectively. Bug hits four types super effectively but is resisted by a staggering seven types, making it unreliable without proper team support. Dragon is uniquely narrow: it only beats itself and is resisted only by Mechanical. Meanwhile, Grass is the most resisted type in the game, with seven types halving its damage.
Key Mutual Weakness Pairs
Several types in Roco Kingdom: World share mutual super-effective relationships, meaning each type in the pair hits the other for 2x damage. Understanding these pairs helps you predict when both sides are at risk in a matchup.
Type A | Type B | Notes |
|---|---|---|
Ghost | Light | Ghost hits Light for 2x; Light-type moves are also strong against Ghost. One of the most important rivalries in the game. |
Dark/Evil | Cute | Evil hits Cute super effectively, but Cute also hits Evil for 2x. Both types serve as checks for each other. |
Ghost | Ghost | Ghost is super effective against itself, creating risky mirror matchups where the faster spirit usually wins. |
Dragon | Dragon | Dragon only hits Dragon super effectively and is weak to Dragon in return. Dragon mirrors are pure speed contests. |
Dragon deserves special mention because its offensive coverage is the narrowest of any type. Dragon-type moves are resisted only by Mechanical, but they are also super effective against nothing except other Dragons. This means Dragon spirits typically rely on coverage moves from other types (often Ice, Ground, or Fire) to threaten non-Dragon targets. In addition to Dragon, Ice-type and Cute-type moves are super effective against Dragon, giving trainers multiple avenues to handle Dragon threats.
Dual-Type Damage Multipliers
Many spirits have two types rather than one. When a dual-type spirit is hit by an attack, the game calculates the type multiplier for each of the defender's types independently and then combines them. The resulting multiplier follows a unique system that differs from some other creature-collection games.
Scenario | Multiplier | Example |
|---|---|---|
Both types weak | 3x damage | A Fire/Bug spirit hit by a Water move (Fire is weak to Water, Bug is not; if both types were weak, 3x applies) |
One type weak, other neutral | 2x damage | A Fire/Dragon spirit hit by a Ground move (Fire is weak; Dragon is neutral) |
One type weak, other resists | 1x damage (cancels out) | A Grass/Fire spirit hit by an Ice move (Grass is weak to Ice; Fire resists Ice) |
Both types resist | 1/3x damage | A Fire/Water spirit hit by an Ice move (both Fire and Water resist Ice) |
One type resists, other neutral | 0.5x damage | A Water/Normal spirit hit by a Fire move (Water resists Fire; Normal is neutral) |
Both types neutral | 1x damage | Any attack that hits neither weakness nor resistance on either type |
Important correction: double super effective damage in Roco Kingdom: World is 3x, not 4x as some older sources claim. This was verified through testing and official game data. The 1/3x double resistance is the inverse. 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.
When building your team, pay close attention to dual-type spirits that share a common weakness across both types. A Ground/Stone spirit, for example, takes 3x from Grass moves since both Ground and Stone are weak to Grass. Conversely, pairing types that cover each other's weaknesses (such as Fire/Water) creates a spirit that is very difficult to hit super effectively.
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: it applies to both sides of the battlefield simultaneously and persists until replaced by another weather condition or cleared by a specific move.
Weather | Type Boosted | Type Weakened | Additional Effect |
|---|---|---|---|
Rain | Water (+50% move power) | Fire (reduced move power) | Persists until replaced; benefits Water-type spirits on both sides |
Intense Sun | Fire (+50% move power) | Water (reduced move power) | Also boosts Grass-type recovery moves in some cases |
Sandstorm | Ground (skill energy costs reduced by 2) | N/A | Non-Ground and non-Rock types take chip damage each turn |
Hailstorm | Ice (benefits from environment) | N/A | Non-Ice types take chip damage each turn; Ice-type spirits are immune |
The remaining 7 weather types have more situational effects and are less commonly used in competitive play. The 4 listed above represent the most impactful weather conditions and the ones you will encounter most frequently.
Weather-based team building is a powerful strategy. A team centered around Rain, for example, pairs a Rain-setting spirit with multiple Water-type attackers. Every Water move gains a 50% power boost while the opponent's Fire moves are weakened, creating a massive swing in your favor. The counter-play is to bring your own weather setter to override the opponent's weather or to rush down the weather setter before it can establish control.
Note that weather affects both sides equally. If you set Rain but your opponent also has Water-type spirits, they benefit from the boost as well. Always consider what types your opponent is likely to run before committing to a weather strategy.
Divine Types
In addition to the 19 regular 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 regular types | Divine Water |
Divine Water | 神水 | 1.5x damage vs all regular types | Divine Grass |
Divine Grass | 神草 | 1.5x damage vs all regular types | Divine Fire |
Divine Type Rules
1.5x vs regular types: All three Divine types deal 1.5x damage against every one of the 19 regular element types. This makes Divine-type spirits inherently powerful in any matchup against non-Divine opponents.
Rock-paper-scissors among themselves: Divine Fire beats Divine Grass, Divine Grass beats Divine Water, and Divine Water beats Divine Fire. When two Divine-type spirits face each other, this triangle determines the advantage.
Neutral against each other (non-triangle): If a Divine-type move does not have a triangle advantage (e.g., Divine Fire vs Divine Water where Divine Water is the one with the advantage), the multiplier reverts to neutral 1x.
Divine spirits are balanced by their rarity and the difficulty of obtaining them. Most trainers will only encounter Divine-type opponents in late-game story battles, special events, and high-tier PvP. If you do acquire a Divine spirit, it becomes an anchor for your team thanks to the universal 1.5x multiplier against all regular types.
Light Type Special Notes
The Light type occupies a unique position in the type chart. Unlike most types that have straightforward offensive and defensive matchups, Light has special interactions with both regular and Divine types that set it apart.
Light vs Regular Types
Super effective against: Ghost and Phantom. Light moves hit both of these supernatural types for 2x damage.
Weak to: Ghost-type and Evil-type moves are super effective against Light spirits. This creates a mutual weakness loop between Light and Ghost.
Light vs Divine Types
Light-type moves are super effective against all three Divine types (Divine Fire, Divine Water, Divine Grass). This makes Light one of the few reliable answers to Divine spirits. While Divine-type moves deal 1.5x to Light (as they do to all regular types), Light moves hitting back at 2x give Light spirits a favorable exchange in most scenarios.

Because of this niche, Light-type spirits are highly valued in competitive play and late-game content where Divine spirits appear. If you expect to face Divine opponents, including at least one Light-type spirit on your team provides crucial insurance.
Type Strategy and Team Building
Building an effective team in Roco Kingdom: World requires covering a wide spread of element types while minimizing shared weaknesses. Below are core principles to guide your team composition.
Offensive Coverage
Aim to carry attacking moves that can hit every common type for at least neutral damage. A single spirit rarely covers all matchups, but a team of six spirits collectively should be able to threaten any opponent. 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 and Dragon.
Fighting: Hits 5 types super effectively (Normal, Ice, Stone, Evil, Mechanical). Strong but resisted by 6 types, so pair it with complementary coverage.
Fire: Hits 4 types super effectively (Grass, Ice, Bug, Mechanical). Clean coverage against Mechanical, which resists many other types.
Defensive Synergy
When choosing spirits for your team, check whether multiple members share the same weakness. If three spirits on your team are all weak to Ground, a single Ground-type sweeper on the opposing side can tear through your lineup. Spread your weaknesses across different types so that no single attacking type threatens more than one or two of your spirits.
Look for type combinations that resist each other's weaknesses. A Water-type spirit resists Fire, which threatens your Grass-type spirit. In return, the Grass-type resists Electric, which threatens the Water-type. This kind of "defensive core" lets you switch between spirits to absorb incoming super-effective hits without losing mana.
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 (from Cute); Ground, Ice, Cute (from Mechanical) | Fire hits both; Ground hits Mechanical |
Ghost + Evil | Ghost covers Phantom, Light; Evil covers Cute, Poison, Ghost | Light type threatens both |
No core is flawless. Every combination has at least one shared vulnerability. The goal is not perfection but minimizing the number of types that can sweep your whole team.
Type-Based Cultivation Tips
Once you understand the type chart, you can make smarter decisions during spirit cultivation. Here are some type-informed cultivation guidelines.
STAB matters: Same-type attack bonus (STAB) increases damage when a spirit uses a move matching its own type. Always include at least one STAB move in your spirit's moveset. A Water spirit using a Water move gets more value than using, say, a Normal move of the same base power.
Coverage moves fill gaps: Your spirit's second and third move slots should cover types that resist its STAB. A Fire spirit that learns a Ground move can handle opposing Fire, Electric, and Stone types that would otherwise wall it.
Type Extremization amplifies STAB: Through the awakening system, Type Extremization makes your spirit's STAB moves hit even harder. This is most valuable on spirits with a strong single-type focus.
Type Dulling shores up weaknesses: The Type Dulling awakening reduces damage taken from types your spirit is weak to. This is especially useful for spirits that have a double weakness (3x) from their dual typing.
Weather synergy: If your team uses a weather strategy, prioritize cultivating spirits whose types benefit from that weather. A fully cultivated Water team under Rain is significantly more threatening than a collection of individually strong spirits with no weather synergy.
Quick Reference: Weaknesses by Defending Type
The main matchup chart above is organized by attacking type. The table below 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 |
Cross-referencing both the offensive and defensive charts gives you a complete picture of any matchup. Before entering a battle, check what types your opponent is likely to use and ensure you have at least one spirit that resists their primary STAB and one spirit that can hit them super effectively.
Summary
The 19-type system in Roco Kingdom: World 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). On top of the regular types, 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.