Overview
Spirits (jing ling, 精灵) are the magical creatures at the heart of Roco Kingdom: World. Players catch, raise, evolve, and battle with spirits throughout their adventure on the Kaloccia Continent. At launch the game features over 460 spirits in total: 347 unique base species plus 109 regional and leader forms. The developers have committed to adding more than 200 new spirits per year through seasonal updates and expansion patches. This keeps the roster continues to grow well beyond its initial offering.
Every single spirit in the game is obtainable entirely through normal gameplay. There are no gacha mechanics, no premium-only creatures, and no pay-to-win shortcuts. Spirits serve multiple purposes: they are your primary partners in the combat system, your companions while exploring the open world, and inhabitants of your home that interact with you and each other in surprising ways. Choosing the right spirits, training them effectively, and building well-rounded teams are central to progression.
Element Types
Spirits are classified across 18 standard element types plus 3 divine element types that appear exclusively on certain legendary encounters. Each spirit can have one or two element types, and dual-type spirits combine the strengths and weaknesses of both. For full matchup details, see the Element Types page.

Element | Chinese Name | General Role |
|---|---|---|
Normal | 普通 | Versatile move pools with no standout strengths or weaknesses |
Fire | 火 | Strong offensive presence; boosted in intense sun, weakened by rain |
Water | 水 | Versatile and defensive; strengthened during rain |
Grass | 草 | Tied to nature and recovery; effective against terrain-based types |
Ice | 冰 | Excellent coverage against Dragon, Grass, Ground, and Wing |
Electric | 电 | High speed and burst damage; strong against airborne and aquatic spirits |
Ground | 土 | Solid defenses; benefits from sandstorm weather |
Wing | 翼 | Airborne advantage; effective against Grass and Bug types |
Poison | 毒 | Specializes in status conditions and damage over time |
Bug | 虫 | Fast evolution lines; vulnerable to Fire and Wing |
Fighting | 武 | Physical powerhouse; strong against sturdy and armored targets |
Dragon | 龙 | Powerful all-around stats; Dragon moves hit other Dragons super effectively |
Mechanical | 机械 | Sturdy steel-like type; resists many elements but weak to Fire |
Ghost | 幽 | Tricky and evasive; strong against fellow Ghosts and Cute types |
Dark | 恶 | Shadowy and strategic; effective against Cute and Ghost |
Light | 光 | Radiant and purifying; offensively potent against darkness |
Cute | 萌 | Charm-oriented; surprisingly strong against Poison types |
Phantom | 幻 | The rarest 18th standard element; unique interactions with other types |
In addition to the 18 standard types, three divine types exist in the game's mythology: Divine Fire, Divine Water, and Divine Grass. Divine moves deal double damage against every non-divine spirit regardless of normal type matchups. These types appear only on specific legendary encounters and cannot be obtained through normal capture.
Spirit Forms
Beyond their standard appearances, spirits come in a range of distinct forms that affect their stats, visual design, and sometimes their move pools.

Form | Description |
|---|---|
Stage I (Base) | The initial form when a spirit is first caught or hatched. Usually the smallest and weakest version. |
Stage II | First evolution, typically reached at level 16. Brings a noticeable stat increase and often a visual redesign. |
Final Form | Second evolution, usually at level 32 or 36. The standard fully evolved state with complete move access. |
Super Evolution (Lv100) | The ultimate form, unlocked at level 100 with massive material investment. Dramatically higher species values and unique abilities. |
Regional Forms | Alternate versions of existing species found in specific biomes. Different stat distributions and sometimes different element types from the original. |
Leader Forms | Boss-type enhanced versions with boosted stats, unique move pools, and distinctive visual effects. Encountered in story dungeons and raid events. |
Special Variants
Several rare variant types provide collectors with long-term goals. Hunting down these special forms is a major endgame pursuit.

Variant | Chinese Name | How to Obtain | Special Properties |
|---|---|---|---|
噩梦 | Special field encounters surrounded by a dark aura | Corrupted spirits with nightmare shields that must be broken through sustained attacks or a mini-game before capture is possible. These encounters are significantly tougher than normal wild spirits. | |
Shiny / Chromatic | 异色 / 炫彩 | 1.8% chance from corrupted spirit encounters; 80-encounter pity guarantee | Alternate color palette. Community events sometimes draw hundreds of players to a single area to hunt shinies together. The pity system guarantees a shiny within 80 encounters if none has dropped naturally. |
Colorful / Prismatic | 七彩 | Caught using Prism Balls (special capture item) | Spirits caught with Prism Balls are guaranteed to have Excellent (了不起) talent tier across all stats. Prism Balls are rare and typically obtained through events or endgame content. |
Capturing Spirits
To add a spirit to your collection, throw a Gulu Ball at a wild spirit to initiate a capture attempt. Gulu Balls have a distinctive star-shaped design unique to the Roco Kingdom franchise. Capture success depends on several factors working together: the target's innate capture rate, its current HP, its level, any active status conditions, and the quality tier of the Gulu Ball.
Key capture mechanics:
Lower HP first. Reducing the target's HP dramatically increases your capture chance. Getting the target into the red zone (below 20% HP) roughly triples the base rate.
Status conditions help. Inflicting sleep, paralysis, or freeze on the target provides a significant capture multiplier. Sleep is the most effective status for this purpose.
Backstab doubles the rate. Approaching a spirit from behind and initiating the encounter grants a doubled capture success rate for the first throw. Sneaking up on spirits is a learned skill that saves resources.
Level restrictions apply. You cannot capture any spirit above level 60 or any spirit more than 10 levels above your current player level. Upgrade your backpack capacity as you progress.
Ball quality matters. Higher-tier Gulu Balls provide better capture multipliers. Standard Gulu Balls work for common spirits, but rare or legendary targets often require upgraded balls.
Wild spirits come in two categories. Visible spirits wander the map and can be approached directly. Hidden spirits are concealed in the environment and only reveal themselves when you trigger a battle through specific interactions such as investigating glowing spots, shaking bushes, or completing environmental puzzles.
Evolution
Most spirits follow a three-stage evolution path with a level 100 super-evolution as the ultimate form. The standard evolution levels are level 16 for the first evolution and level 32 (or 36 for some species) for the second evolution. Each evolution brings a substantial stat increase, visual redesign, and access to new abilities.
Not all evolutions are level-based. Some spirits have special evolution requirements:
Item-based: Certain spirits require specific materials or consumable items to evolve. These materials are gathered through dungeons, boss drops, or the alchemy system.
Location-based: A handful of spirits only evolve when leveled up in a specific zone or biome, tying their transformation to the lore of that area.
Weather-based: Some evolutions require leveling during a particular weather condition such as rain, sandstorm, or blizzard.
Multiplayer-based: A small number of spirits evolve only when traded between players or when leveled while in a co-op party.
The level 100 super-evolution is the pinnacle of a spirit's growth. It requires the spirit to reach maximum level plus a substantial investment of rare evolution materials. Super-evolved spirits gain dramatically higher species values, unique signature abilities, and a visually distinct final form. For the three starter spirits, the super-evolution represents the transformation into their legendary war god or guardian forms.
Spirit Personalities
Every spirit in Roco Kingdom: World has a distinct personality that shapes how it behaves outside of combat. Personality traits are assigned when a spirit is first encountered and remain permanent. These traits add life and character to your companions, making each spirit feel unique even within the same species.
Personality | Behavior |
|---|---|
Lively | Bounces and jumps around your home and in the open world. Full of energy, often the first to approach objects or other spirits. |
Lazy | Prefers to sleep in bed and moves slowly between activities. Often found resting in the coziest spot in your home. |
Enthusiastic | Rushes to greet you at the door whenever you return home. Frequently initiates interactions with the player and other spirits. |
Aloof | Acts proud and independent, often turning away when approached. Occasionally shows affection on its own terms. |
Spirits also respond dynamically to weather and environmental conditions in the open world. During rain, they seek shelter under trees or awnings. On sunny days, they bask in the sunlight. Dark-type spirits follow a unique nocturnal schedule and only appear at night, rewarding players who explore after dark.
Home Interactions
Spirits placed in your home's rest area require regular care. You need to clean and feed them to keep their mood high. Well-cared-for spirits produce a special resource called Inspiration, which is used in crafting, alchemy, and certain progression systems. Neglecting your spirits reduces their mood and Inspiration output over time.
Different spirits prefer different foods, and feeding a spirit its favorite food grants a bonus mood increase. Personality also affects home behavior: lively spirits may knock items off shelves, lazy spirits claim the best sleeping spots, and enthusiastic spirits follow you from room to room.
Six Core Stats
Every spirit has six core combat stats that determine its performance in battle. Understanding these stats is essential for building effective teams.
Stat | Chinese Name | Role |
|---|---|---|
HP | 精力 | Total hit points; determines how much damage a spirit can absorb before fainting. |
Physical Attack | 物攻 | Determines damage dealt by physical moves. |
Special Attack | 魔攻 | Determines damage dealt by special (magical) moves. |
Physical Defense | 物防 | Reduces incoming damage from physical moves. |
Special Defense | 魔抗 | Reduces incoming damage from special moves. |
Speed | 速度 | Determines turn order in battle; higher speed acts first. |
HP = (Species Value x 2 + IV + EV / 4) x Level / 100 + Level + 10
Other stats = ((Species Value x 2 + IV + EV / 4) x Level / 100 + 5) x Nature Modifier
In these formulas, Species Value is the fixed base stat for the spirit's species, IV is the individual value (talent) randomly assigned at capture, EV represents effort values earned through training, and the Nature Modifier is either 1.1 (boosted), 0.9 (reduced), or 1.0 (neutral) depending on the spirit's nature.
Talent Tiers (Individual Values)
Individual values (IVs), commonly referred to as talent values, are hidden stats ranging from 0 to 31 for each of the six core stats. They are randomly determined at the moment a spirit is captured or hatched. The in-game appraiser assigns a quality tier based on the overall IV range:
Talent Tier | Chinese Name | IV Range | Meaning |
|---|---|---|---|
Average | 一般般 | 0-10 | Below average; consider recapturing or using Ability Keys. |
Decent | 还不错 | 11-20 | Decent for casual play but not ideal for competitive use. |
Quite Good | 相当好 | 21-28 | Strong IVs suitable for most content. |
Excellent | 了不起 | 29-31 | Near-perfect or perfect IVs; the best possible tier. |
You can improve IVs using Ability Keys, consumable items that raise a specific stat's IV. Prismatic variants caught with Prism Balls are guaranteed Excellent tier across all stats, making them the most coveted captures in the game.
Obedience Level
Spirits have an obedience threshold tied to the player's current level. A spirit whose level exceeds the player's obedience cap may refuse to follow commands during battle, choosing random actions instead. As you progress and raise your trainer level, the obedience cap increases, allowing you to control higher-level spirits reliably.
This system prevents players from using over-leveled traded spirits to trivialize content. Keep your player level in line with your strongest spirits to maintain full control in combat.
Notable Spirits
The following table highlights some of the most significant spirits in Roco Kingdom: World across various roles and tiers. Community tier ratings are based on early-game meta assessments as of Season 1.
Spirit | Element | Tier | Role / Notes |
|---|---|---|---|
T0 | Franchise mascot, NO.001 in the encyclopedia. Given through the main story. Evolves into Holy Light Dimo at Lv50 with 700 species value. Top-tier in both PVE and PVP. | ||
T0 | Iconic Dragon-type spirit with massive raw stats. One of the strongest all-around attackers in the game. | ||
T0 Starter | Fire-type starter. Highest burst damage and fastest early progression among the three starters. | ||
T1 Starter | Water-type starter. Balanced offense/defense with shields and crowd control. Strongest late-game PVP starter. | ||
T1 Starter | Grass-type starter. Most durable and beginner-friendly. Built-in healing through Oxygen Cycle trait. | ||
Utility | Water-type mount spirit. Enables water-surface traversal across lakes and rivers. Essential exploration companion. | ||
Utility | Flying-type mount spirit. Enables aerial exploration and access to elevated areas unreachable on foot. | ||
Varies | T0 | Premier defensive tank with 700+ base species values. Extremely high HP and defenses make it nearly unkillable in drawn-out fights. | |
Varies | T1 | Balanced attacker with good speed and respectable offensive stats. A reliable team member for mid-game and beyond. | |
Varies | T1 | Crowd control specialist and healer. Combines debuffs, status effects, and party healing in one flexible package. | |
T1 | Dedicated Grass-type healer. Excels in team compositions that need sustained recovery and status cleansing. | ||
S1 Legendary | Season 1 legendary Dark-type spirit. Extremely powerful with unique signature abilities exclusive to the Season 1 story arc. |
Spirit Natures
The nature system affects a spirit's combat effectiveness by modifying its base stats. Each nature boosts one stat by 10% while reducing another by 10%. Choosing or rerolling the right nature is a key part of competitive spirit cultivation. For a full breakdown of all natures and their effects, see the Natures page.
Two items allow you to modify a spirit's nature. The Broken Mirror removes the negative stat reduction while keeping the positive boost. The Mirror Frame changes both the positive and negative modifiers, effectively assigning a completely new nature. Both items are obtainable through gameplay rewards and event shops.
Team Building Basics
Your active team can hold up to six spirits at a time. A well-rounded team covers multiple element types so that you always have an advantageous matchup available. At a minimum, most teams include:
A primary damage dealer with high attack stats and offensive type coverage.
A tank or healer to absorb hits and sustain the team through longer encounters.
A utility spirit with crowd control, buffs, or debuffs to swing difficult fights.
A mount for exploration. Dedicated mount spirits like Duck Jiji (water) and Storm Bird (flying) enable access to hidden areas.
Early game team example: your chosen starter spirit + Dimo + Storm Bird + Duck Jiji + a healer such as Dandelion + a flex pick for type coverage. As you progress and capture stronger spirits, your team composition will evolve to match the challenges of each region.
For detailed training and optimization, see the Spirit Cultivation guide. To learn about traveling the world on spiritback, visit the Mounts and Exploration page.