Roco Kingdom Type Chart: Full Elemental Matchups, Strengths & Weaknesses Explained
Master the Roco Kingdom type chart: all 18 elemental types, super-effective matchups, resistances, and combat tips to win more PvE and PvP battles.
If you're gearing up for Roco Kingdom's global closed beta, the single most valuable reference you can bookmark is the Roco Kingdom type chart. Morefun Studios' open-world monster tamer features more than 400 collectible Genies, 18 elemental types, and dual-type defenses, which means every attack you throw can deal double damage, half damage, or land somewhere in between. Learning how the Roco Kingdom type chart works — and how it interacts with the game's star power economy — is what separates a team that scrapes by from one that dominates both PvE bosses and PvP arenas.
Why the Roco Kingdom Type Chart Matters in Turn-Based Combat
Roco Kingdom is a turn-based, open-world monster-taming MMORPG from Morefun Studios — classic creature-collecting fundamentals layered onto a modern, fully explorable world. Every battle runs on elemental leverage: hit a weakness and you deal double damage, hit a resistance and you deal half. That math compounds across a six-Genie team, so one wrong switch can cost you an entire fight.
The stakes are real. According to community reports from the Chinese version, the game registered over 15 million players within its first 13 hours, hit 16 million by the end of day one on March 26, 2026, and cleared roughly $140 million USD (1 billion yuan) in its first month. A global closed beta begins October 27, and the long-term endgame is expected to center on cross-platform PvP.
Crucially, there's no pay-to-win progression here. You catch your own Genies, level them through battle, and customize their movesets yourself. That design makes the Roco Kingdom type chart the true meta — players who internalize the matchups will simply outplay those who don't, regardless of playtime.
Every Type on the Roco Kingdom Type Chart
The community-maintained RocoDex wiki currently tracks 18 elemental types in its full matchup matrix. Several will feel instantly familiar to creature-collector veterans, while others — Light, Cute, and Mech — are distinctly Roco flavors with no direct equivalent in other games. The English test build demo also showed teachable moves spanning elements like light, fire, water, ice, grass, and dark, so expect move coverage to cut across many of these categories.
| Type | Quick Notes |
|---|---|
| Normal | Baseline attacking type; resisted by Ground, Ghost, and Mech |
| Grass | Confirmed to hit Water, Light, and Ground for 2× damage |
| Fire | Classic offensive element; featured in moves like Searing Breath |
| Water | Core elemental type common among aquatic Genies |
| Light | Roco-original type; takes 2× from Grass per confirmed data |
| Ground | Takes ½× from Normal but 2× from Grass |
| Ice | Home of cold-style skills such as Frozen World |
| Dragon | Resists Grass; typically houses powerhouse Genies |
| Electric | Classic type tracked on the full matrix |
| Poison | Resists Grass per confirmed data |
| Bug | Resists Grass; common among critter-style Genies |
| Fighting | Martial type seen among humanoid Genies |
| Flying | Resists Grass; common among bird and griffin-like Genies |
| Cute | Roco-flavored type with no direct Pokémon equivalent |
| Ghost | Resists Normal per confirmed data |
| Dark | Shadow-style element, tracked separately from Ghost |
| Mech | Machine type that resists both Normal and Grass |
| Psychic | Mental-style type on the full matrix |
One caveat: type names can shift between the Chinese and English builds as localization settles, so treat any chart as a living document and verify names in-game.
Confirmed Roco Kingdom Type Chart Matchups (So Far)
The complete 18×18 grid is live on the RocoDex type chart and calculator, which supports dual-type defense — defenders can have up to two types at once. While the full matrix is too large to reproduce here, two attacking rows have circulated widely in the community and are worth memorizing before the beta:
| Attacking Type | Super Effective (2×) | Not Very Effective (½×) |
|---|---|---|
| Normal | — | Ground, Ghost, Mech |
| Grass | Water, Light, Ground | Fire, Dragon, Poison, Bug, Flying, Mech |
These rows already reveal how differently Roco Kingdom handles elemental design:
- Grass beats Water and Light. In most creature collectors, Grass is the classic answer to Water — but scoring a super-effective hit on Light is a genuine twist.
- Normal is resisted by Ground and Mech. That's an unusual defensive profile, and it makes Mech look like a premier defensive typing early on.
- Mech resists both Normal and Grass, two of the most common attacking categories, suggesting Mech-type Genies will be annoying switch-ins in PvP.
- Grass is a contested attacker — three strengths but six resistances, so raw Grass spam gets punished by prepared opponents.
Keep in mind that balance can change between test builds and launch patches. Before you invest elixirs and leveling resources into a specific coverage move, re-check the current chart.
How Type Effectiveness Shows Up in Battle
Here's the good news: you don't need to memorize all 324 cells of the matrix on day one, because the game telegraphs effectiveness in real time. Based on hands-on player experience with the English test build, the battle UI communicates matchups through clear visual signals:
| On-Screen Signal | What It Means |
|---|---|
| Large damage number pops on screen | Super effective hit (2×) |
| Standard damage with no special number | Neutral damage (1×) |
| Red damage text | Not very effective (½×) |
| Green triangle prompt | Your current Genie's element and moves match the enemy's weakness |
That green triangle is essentially the game coaching you toward correct plays, which is a huge quality-of-life feature for PvE exploration. Resistances work the same way in reverse — in the demo, a bone dragon Genie shrugged off an incoming fire attack for heavily reduced damage, a live example of why defensive typings matter as much as offensive ones.
The Star Power Economy Changes Type Strategy
Every Genie has four ability slots and its own pool of 10 star power. Damaging abilities consume stars, and once you hit zero, your only options are Rest or a swap. Per player experience from the EN build:
| Action | Star Cost / Effect |
|---|---|
| Damaging move (e.g., Searing Breath) | 3 stars |
| Stance (setup move) | 2 stars; your next move requires no charge |
| Rest | Recovers 5 stars |
| Swap Genie | Incoming Genie's star pool is independent and fresh |
| Priority +1 moves | Always strike first, regardless of speed |
This economy is why the type chart matters twice over. Spending three stars on a resisted hit is a double loss — weak damage and wasted resources. The efficient line is usually Stance into a super-effective attack, or a swap into a Genie with a fresh star pool and a better matchup. Priority moves add another layer: a +1 priority super-effective hit can end a weakened threat before it ever acts.
Team Building With the Type Chart
You always field a team of six, and every Genie carries four move slots. Movesets are highly customizable — exotic elixirs unlock teachable skills, and any compatible Genie can learn them. On the stat side, talents (ranging up to Amazing) drive base values across HP, physical attack, magical attack, physical defense, magical defense, and speed, and in-game consumables can modify talent if your catch rolls poorly.
Here's a practical framework for assembling a type-aware squad:
| Step | Recommendation | Why It Works |
|---|---|---|
| 1. Anchor | Lead with a high-talent (Amazing) Genie | Best raw stats amplify every matchup advantage |
| 2. Coverage | Teach a move that hits your anchor's weaknesses for 2× | Punishes opponents who counter-pick you |
| 3. Setup | Keep a Stance-style or priority move in the kit | Controls tempo and protects your star economy |
| 4. Resistance pivot | Carry a Genie that resists common attacking types | Gives you safe, star-efficient switches |
| 5. Dual-type check | Run key matchups through the type calculator | Avoids hidden ½× traps on dual-typed defenders |
A few extra habits worth building early:
- Don't stack four moves of one element. Redundant coverage wastes slots that could answer a second weakness.
- Do plan for dual types. A Fire/Flying defender might take neutral damage from your Electric move even though Electric "should" counter Fire.
- Do re-check the chart after every patch. Test builds have already shown that matchup data can be adjusted.
PvE vs. PvP: Using the Chart Across Roco Kingdom
The type chart serves you differently depending on content. In the open world, wild Genies appear everywhere — from lava zones to coastal towns — and the game's green triangle prompts make exploration combat forgiving. Capture matters here too: element-matched capture pots provide better catching benefits, and since pots are craftable in bulk from the crafting menu, you can always stock the right tool for the right target.
PvP is where chart mastery becomes non-negotiable. Cross-platform ranked play is expected to be the endgame core, and because star pools reset independently on swaps, switching is both a defensive and offensive resource. Predicting an opponent's coverage moves — and holding a resistance pivot in reserve — is the core skill loop.
| Scenario | Chart Priority | Key Habit |
|---|---|---|
| Overworld catching | Medium | Match capture pots to the target's element |
| Co-op boss fights | High | Assign elemental roles with friends before engaging |
| PvP arena | Critical | Memorize the matrix; track revealed dual types |
The payoff compounds: every super-effective read saves stars, every saved star extends your Genie's uptime, and extended uptime wins long matches.
Frequently Asked Questions
How many types are on the Roco Kingdom type chart? The community wiki currently documents 18 elemental types: Normal, Grass, Fire, Water, Light, Ground, Ice, Dragon, Electric, Poison, Bug, Fighting, Flying, Cute, Ghost, Dark, Mech, and Psychic. The chart also supports dual-type defenders, so effective matchups are calculated across up to two types at once.
Is the Roco Kingdom type chart the same as Pokémon's? No — and that's the fun part. Grass hits both Water and Light for 2× damage, Normal is resisted by Ground and Mech, and types like Light, Cute, and Mech have no direct equivalent in other creature collectors. Treat Roco Kingdom matchups as their own system rather than translating old habits.
How do dual-type matchups work in battle? A defending Genie can have two types simultaneously, and the attacker's multiplier applies against each. That's why the RocoDex calculator lets you select up to two defender types — a move that's super effective against one type may be resisted by the other, netting out to neutral damage.
Will the type chart change before the global launch? Possibly. The game is still iterating through test builds, and community reports suggest balance data can shift between versions. Check the in-game battle feedback and the community wiki after each patch before finalizing your team's movesets.
Related Guides
Roco Kingdom Best Team Guide: Starters, Tier List Picks & Squad Templates (2026)
Build the Roco Kingdom best team with starter comparisons, community tier list data, role templates, and FAQ answers for new and returning players.
Roco Kingdom PvP Guide: Fair Duels, Weekly Points, Rewards, and Battle Tips
Roco Kingdom PvP explained: equalized levels, the 18-class counter system, trial pets, point caps, rewards, and free-to-play tips from test footage.
Roco Kingdom Skill Stones: Complete Guide to Effects, Levels, and Combat Builds
Learn how Roco Kingdom skill stones work, from universal to signature stones, with effect tables, PP costs, and PvP-ready build tips for your genies.
Roco Kingdom Tier List (2026): Best Spirits Ranked S to D + Top PVE Picks
Complete Roco Kingdom tier list covering all 644 spirits from S to D, plus the five best PVE spirits players swear by and how to get them.