Overview
Skills are the moves a spirit uses during turn-based battles in Roco Kingdom: World. Every spirit carries a limited loadout of skills drawn from a much larger pool, and choosing which skills to slot is one of the most important decisions in team building and PvP. Skills are distinct from player magic: where the Magic System governs overworld spells the trainer casts directly, skills are the battle abilities of the spirits themselves, resolved through the Combat System.
Unlike many creature-collection games that allow unlimited move usage, this game gives each spirit a shared energy pool. Most attacking skills cost energy to use, so trainers cannot simply spam the strongest move every turn. Cheap or zero-cost skills often refund energy, while the heaviest hitters can drain a spirit dry, forcing a rhythm of building and spending. This energy economy, combined with the element type chart and move priority, is what gives battles their depth.
Skill Categories
Every skill belongs to one of four categories. The category determines whether the skill deals damage, how that damage is calculated, and whether it produces a status effect instead.
Category | Role | Notes |
|---|---|---|
Physical Attack (物攻) | Deals physical damage | Damage scales off the spirit’s physical attack stat against the target’s physical defense. |
Magic Attack (魔攻) | Deals magic damage | Damage scales off the spirit’s magic attack stat against the target’s magic defense. |
Defense (防御) | Damage reduction / guard | Reduces incoming damage for the turn and often adds a follow-up effect when it intercepts an attack. |
Status (状态) | Buffs, debuffs, and conditions | Deals no direct damage. Raises the user’s stats, lowers the enemy’s, heals, or applies a lingering condition such as a mark or stack. |
In-game the four categories are shown by their Chinese labels: 物攻 (Physical Attack), 魔攻 (Magic Attack), 防御 (Defense), and 状态 (Status). Because no English client has shipped yet, the English skill names used throughout this wiki are community translations; the Chinese name is given in parentheses on first mention so the move can be matched against the in-game data. An English and Japanese closed beta opens on October 27, 2026, and official skill names from that build will take precedence over these once published.
How Skills Are Learned
A skill can reach a spirit through three channels. The same move may be available through more than one of them, and the channel affects how easy it is to put on a given spirit.
Source | In-Game Term | How It Works |
|---|---|---|
Default / Level-Up | 默认 | Learned automatically as the spirit levels up. Each spirit has its own level-up skill list, so a move’s default learners are fixed. |
Bloodline | 血脉 | Inherited through breeding and eggs. A hatchling can be born already knowing a bloodline skill that it could not otherwise learn, which is the main way to give a spirit an off-list move. |
Skill Stone | 技能石 | Taught by consuming a skill stone item. Skill stones are earned from specific spirits after using a move a set number of times, then applied to teach that move to an eligible spirit. |
Energy and Power
Two numbers define the cost and output of an attacking skill. Energy cost (能耗) is how much of the spirit’s energy the move spends. Power (威力) is the move’s base damage value before stats and type effectiveness are applied. Status and Defense skills have no power value because they do not deal direct damage.
Many skills carry extra clauses that reward planning. Some refund energy (Scratch restores 1 energy), some grow stronger the more they are used or the more enemies they defeat (Meteor Fire Rain gains permanent power on each knockout), some change cost permanently as a battle goes on (Heavy Strike gets more expensive, Water Cannon gets cheaper), and some only reach full power when they connect with a specific condition such as a guarding or status-afflicted target (Sneak Attack and Raid triple their power against a status-affected foe).
Common and Notable Skills
The tables below list a representative selection of confirmed skills, grouped by element. Energy cost and power values are taken from the current live build; "N/A" in the Power column means the skill deals no direct damage. This is a sample of the move pool, not the complete list, which runs to several hundred skills across all elements.
Normal Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Scratch (抓挠) | Physical Attack | 0 | 35 | Deals physical damage and restores 1 energy to the user. |
Falling Star (落星) | Physical Attack | 0 | 45 | Deals physical damage. |
Violent Collision (猛烈撞击) | Physical Attack | 1 | 65 | Deals physical damage. |
Heavy Strike (重击) | Physical Attack | 2 | 110 | Deals physical damage; each use permanently raises this skill’s energy cost by 1. |
Sound Boom (音爆) | Magic Attack | 4 | 130 | Deals magic damage. |
Raid (突袭) | Magic Attack | 2 | 70 | Deals magic damage; against a status-afflicted target its power is tripled. |
Sneak Attack (偷袭) | Physical Attack | 3 | 85 | Deals physical damage; against a status-afflicted target its power is tripled. |
Wild Beating (乱打) | Magic Attack | 4 | 25 | Deals magic damage as a 5-hit combo. |
Devour (吞噬) | Physical Attack | 6 | 150 | Deals physical damage; if this move defeats the target, restores 6 energy. |
Charged Blast (蓄能轰击) | Magic Attack | 6 | 130 | Deals magic damage; each Normal-type skill used permanently lowers this skill’s energy cost by 2. |
Power Boost (力量增效) | Status | 1 | N/A | User gains +100% physical attack. |
Magic Boost (魔法增效) | Status | 0 | N/A | User gains +70% magic attack. |
Rest Recovery (休息回复) | Status | 2 | N/A | User restores 30% of maximum HP. |
Reinforce (加固) | Status | 2 | N/A | User gains +140% physical defense. |
Encourage (鼓劲) | Status | 3 | N/A | User gains +170% magic defense. |
Roar (咆哮) | Status | 1 | N/A | Target loses 60% physical attack and 60 speed. |
Guard (防御) | Defense | 1 | N/A | Reduces incoming damage by 70% when it intercepts an attack. |
Grass Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Flying Leaf (飞叶) | Physical Attack | 0 | 40 | Deals physical damage. |
Seed Bullet (种子弹) | Physical Attack | 0 | 30 | Deals physical damage and restores 1 energy to the user. |
Chlorophyll Beam (叶绿光束) | Magic Attack | 4 | 120 | Deals magic damage. |
Photosynthesis (光合作用) | Status | 4 | N/A | User gains 1 stack of the Photosynthesis mark. |
Spore (孢子) | Status | 3 | N/A | Target gains 1 stack of Parasite. |
Fire Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Flame Arrow (火焰箭) | Physical Attack | 2 | 80 | Deals physical damage. |
Flame Breath (炎息) | Physical Attack | 0 | 40 | Deals physical damage. |
Blaze Storm (烈焰风暴) | Magic Attack | 4 | 75 | Deals magic damage; target gains 6 stacks of Burn. |
Scorch (灼伤) | Physical Attack | 4 | 120 | Deals physical damage. |
Meteor Fire Rain (流星火雨) | Physical Attack | 3 | 75 | Deals physical damage; each enemy defeated permanently raises this skill’s power by 75. |
Rage Fire (怒火) | Status | 1 | N/A | User gains +120% to both attack stats and -40% to both defense stats. |
Quench (淬火) | Defense | 2 | N/A | Reduces incoming damage by 80% when it intercepts an attack; the user’s next attacking skill has doubled power. |
Water Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Water Bullet Gun (水弹枪) | Magic Attack | 2 | 80 | Deals magic damage. |
Water Cannon (水炮) | Magic Attack | 5 | 110 | Deals magic damage; each use permanently lowers this skill’s energy cost by 1. |
Torrent (激流) | Magic Attack | 4 | 120 | Deals magic damage. |
Tide (潮汐) | Defense | 4 | N/A | Reduces incoming damage by 60% when it intercepts an attack; the user gains 1 stack of the Moist mark. |
Baptism (洗礼) | Status | 1 | N/A | Dispels the user’s debuffs and lowers the energy cost of all the user’s skills by 1. |
Light Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Light Spear (光之矛) | Physical Attack | 3 | 30 | Deals physical damage as a 3-hit combo. |
Flash Impact (闪光冲击) | Physical Attack | 3 | 100 | Deals physical damage. |
Rainbow Light Impact (虹光冲击) | Magic Attack | 3 | 100 | Deals magic damage. |
Clear Sky (放晴) | Status | 0 | N/A | Light-type skills gain +50% power permanently; when it intercepts a guard, the bonus becomes +100%. |
Mechanical Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Steel Torrent (钢铁洪流) | Physical Attack | 3 | 70 | Deals physical damage; gains +90 power in slot 1, transmission 2. |
Ion Shock (离子震荡) | Magic Attack | 3 | 90 | Deals magic damage; gains +40 power in slot 3, transmission 1. |
Magnetic Storm (磁暴) | Magic Attack | 2 | 70 | Deals magic damage; gains +30 power in slot 1 or 3, transmission 1. |
Ground Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Earthquake (地震) | Physical Attack | 10 | 190 | Deals physical damage. |
Falling Rock (落石) | Physical Attack | 1 | 55 | Deals physical damage as a 1-hit combo. |
Meteorite (陨石) | Magic Attack | 3 | 100 | Deals magic damage. |
Stone Skin (石肤术) | Status | 3 | N/A | User gains +160% physical defense and -60% magic defense. |
Ice Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Icicle (冰锥) | Physical Attack | 0 | 40 | Deals physical damage. |
Blizzard (暴风雪) | Physical Attack | 3 | 85 | Deals physical damage; target gains 1 stack of Freeze. |
Freezing Ray (冰冻光线) | Magic Attack | 7 | 90 | Deals magic damage; raises the energy cost of all the target’s skills by 2. |
Quick Freeze (速冻) | Status | 4 | N/A | Target gains 2 stacks of the Slow mark. |
Dragon Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Dragon Breath Ring Burst (龙息环爆) | Magic Attack | 1 | 55 | Deals magic damage; against a status target, the user’s next skill needs no charge-up. |
Dragon’s Claw (龙之利爪) | Physical Attack | 3 | 130 | Charges, then deals physical damage and drains 50% as HP. |
Dragon Roar (龙吼) | Physical Attack | 1 | 60 | Deals physical damage. |
Electric Skills
Skill | Category | Energy | Power | Effect |
|---|---|---|---|---|
Thunderstorm (雷暴) | Magic Attack | 1 | 55 | Deals magic damage; gathers all triggered bursts, each adding +1 energy cost and +10 power. |
Lightning Strike (落雷) | Magic Attack | 3 | 35 | Deals magic damage; each entry permanently raises this skill’s power by 40. |
Ball Lightning (球状闪电) | Physical Attack | 1 | 60 | Deals physical damage. |
Paralysis (麻痹) | Status | 2 | N/A | Target gets -1 priority; when it intercepts a guard, the target additionally loses 70% of both attack stats. |
Recent Balance Changes
Skill values are versioned against the game's own data snapshots rather than against client builds, and the most recent snapshot to change any skill is the one published on August 18, 2026, part-way through Season 3. It touched three skills. Two of them are nerfs to the same self-buff, which is the clearer signal of the two: the 萌化 buff had become strong enough to be worth building around, and both of its stacking payoffs were cut at once.
Skill | Field | Before | After |
|---|---|---|---|
Spore (孢子) | Effect | Applies 1 layer of parasite to the target | Applies 3 layers of parasite |
Act Cute (撒娇) | Effect | Self-buff (萌化): power permanently +20 | Self-buff (萌化): power permanently +10 |
Play Weak (示弱) | Energy cost | 1 | 2 |
Play Weak (示弱) | Effect | Self-buff (萌化): speed permanently +150 | Self-buff (萌化): speed permanently +130 |
Spore is the outlier and is a straight buff: tripling the parasite application turns it from a chip-damage opener into a genuine pressure tool over a long match. Play Weak took the harder hit of the three, since doubling its energy cost changes when it can be used at all, not just how much it gives.
Season 4 Skill Balance Pass
The September 10, 2026 update carried a wide skill balance pass. Values below are the published before and after figures.
Skill | Change |
|---|---|
Photosynthetic Healing (光合治愈) | Was a flat 50 percent heal. Now heals 15 percent immediately and 15 percent at the end of each turn for three turns |
Ultrasound (超声波) | Self power bonus cut from 30 to 20. The defence-response version cut from a permanent plus 50 to plus 20 |
Superconduct (超导) | Magic damage cut from 95 to 90 |
Burst (迸发) | Energy reduction improved from 1 to 2 |
Remote Access (远程访问) | Energy cost cut from 2 to 1 |
Black Box Operation (暗箱操作) | Self debuff eased from minus 100 percent to minus 50 percent. Defence-response debuff on the target strengthened from minus 100 percent to minus 120 percent |
Bite (撕咬) | Physical damage cut from 30 to 20 |
Loot the Burning House (趁火打劫) | Physical damage raised from 35 to 40 |
Meteor Fire Rain (流星火雨) | Physical damage raised from 75 to 85, and the permanent power gain per knockout raised to match |
Charged Bombardment (蓄能轰击) | Magic damage cut from 130 to 120, and the stacking condition narrowed to other Normal skills |
Four-Dimensional Degradation (四维降解) | Magic damage raised from 100 to 110 |
Grass Bug Impact (草虫冲击) | Base physical damage cut from 80 to 75, but the conditional bonus raised from 50 to 90 |
Pure Heart (赤子之心) | Permanent energy reduction eased from 3 to 2 |
Snowfield Hunt (雪原狩猎) | Physical damage raised from 80 to 85. The blizzard bonus changed from plus 50 percent to a flat plus 50 |
Dragon Devour Mark (龙噬印记) | Dual-attack bonus after a 3-energy skill raised from 30 percent to 40 percent |
Bearing Support (轴承支撑) | Energy cost raised from 3 to 6 |
Spore Burst (孢子爆散) | Hit count raised from 1 to 2 |
A further set of traits and skills received description-only rewrites with no change in effect, so a wording difference on those is not a balance change.
Newly Learnable Skills
The same update added skills to a long list of existing spirits. Two of them are learned at level 50 rather than on evolution: Roundhouse Kick (回旋踢) on 针叶巡林 and Venom Seep (毒液渗透) on 古啦多. The rest are added to the normal learn set.
Spirits gaining a new skill include Duck Jiji in several forms, 卡拉波斯, 蝎子王, 梦悠悠, 深蓝鲸, 声波缇塔, 半朽蜜果灵, 梦想三三, Gentleman Rooster, 怒目丛猫, 星云旅者, 夜游魔, 珀尔鼬, 立方人, 格兰球, 蒲公英娃娃, 森巨人, 克莱因龙, 圣羽翼王, 红绒十字, 荆棘电环, 星光狮 and 风滚暮虫.
Tips for Building a Skill Loadout
Keep at least one cheap or zero-cost attack so a spirit can act on turns when its energy is low. Moves that refund energy, like Scratch and Seed Bullet, help sustain a longer fight.
Match a spirit’s strongest stat to its skills. A physical attacker wastes its potential on Magic Attack moves and vice versa, since damage scales off the matching attack stat.
Use Status skills to set up. A turn spent on Power Boost or Magic Boost can let the next attack hit far harder than two unbuffed turns would.
Mind permanent-change moves. Heavy Strike gets more expensive every turn while Water Cannon gets cheaper, so plan when to fire them rather than opening with them blindly.
Bloodline inheritance through breeding is the main way to give a spirit a move outside its level-up list, while skill stones let you retrofit a move onto an already-raised spirit.
