Guide
Roco Kingdom Type Chart: All 18 Elements Explained
How the 18 elements interact, dual-type stacking, STAB and weather effects, plus the matchups that matter early.
Roco Kingdom's type system is simple in shape and badly documented in detail. The CN build uses 18 elements, resolves each hit through the defender's element or pair, and multiplies again for dual types. The guides in our corpus confirm the framework and a handful of matchups, but none publishes a complete 18×18 grid, so this page separates confirmed rows from what still needs testing.
What this page is, and what it is not
Treat this as a verified skeleton, not a finished chart. Every table row comes from a Chinese guide that names the interaction; nothing is extrapolated. If a matchup is unlisted, the corpus lacks the number; a full table is a launch-week project for the global build.
The 18 elements, and the 16 we can name
The game ships with 18 elements (CN build, Season 3). Our sources name 16 by their Chinese terms, which is enough for a working vocabulary but not enough to claim a complete roster. The global UI may also rename these working translations.
- Fire, Water, Grass, Electric
- Ice, Ground, Flying, Dragon
- Ghost, Dark, Cute, Poison
- Mechanical, Light, Illusion, Bug
Ground appears under two labels in different sources; we treat them as one element until the UI says otherwise. The other two are not named anywhere in the corpus, so we do not guess.
How one hit resolves
A single-type defender takes 2× from a weakness and 0.5× from a resistance; everything else is neutral. A dual-type defender runs both checks and multiplies them, so two weaknesses produce 4× and two resistances 0.25× (CN build, Season 3). The second type can double an existing weakness, which is why dual types are not automatically better.
Dual typing is a multiplier, not a second health bar. Check both halves before you commit a turn.
No source gives the neutral multiplier as a percentage, and none confirms a damage floor. If a global damage preview shows a number, trust it over this table.
Matchups the CN sources actually confirm
These are the only directional claims we can quote with a date and a build. Each row is a statement from one or two posts, not a datamined grid.
| Interaction | What the source says | Evidence |
|---|---|---|
| Fire into Grass, Ice, Mechanical | Fire "counters" all three, which is why the Fire starter is recommended for early maps full of Grass and Ice. | CN build, Season 3 · TapTap starter guide, 2026-03-26 |
| Fire into Water and Ground | A Fire attacker "handles most NPCs except Water and Ground", the cleanest statement of Fire's two bad matchups. | CN build, Season 3 · TapTap S1 PvE post, 2026-04-07 |
| Water into Fire and Ground | Water is the "absolute answer" to both, and the standard fix for a Fire boss. | CN build, Season 3 · TapTap S1 PvE post, 2026-04-07 |
| Fire vs Burn | Fire-types are immune to Burn, so Burn-stacking cheese fails into a Fire target. A status immunity, but it changes team selection. | CN build, Season 3 · TapTap S1 PvE post, 2026-04-07 |
| Illusion as a defender | "Hard to counter." A September 2026 Territory Trial added an Illusion Jini specifically to resist clean answers. | CN build, Season 3 · TapTap Territory Trial post, 2026-09-25 |
One more hint: Vargyr is called an Electric-type answer and the easiest solo pick for Wing King. That says Vargyr matches up well into Electric targets; it does not define Electric's weaknesses.
One row stated in full: Fire, in both directions
Most of the corpus gives a matchup at a time. A table posted in April 2026 states one element completely, in both directions, and it is worth having in words. As an attacker, Fire beats Grass, Ice, Bug and Mechanical, and is resisted by Water, Ground and Dragon. As a defender, Fire takes extra damage from Ground and Water and resists Grass, Ice, Bug, Mechanical and Cute (CN build; one player's testing).
That post deliberately splits an attacking table from a defending table, because a merged grid hides which side of the hit you are reading. Fire shows why: Bug sits on both the attack list and the resist list, which is exactly the confusion the split removes, and Cute appears only on the defensive side.
The same post walks through dual types, and its arithmetic is the one part we are not adopting yet. Its Ice/Grass example is called 3× weak to Fire, while the multiplication rule above gives 4× for two weaknesses. Water/Grass cancels to neutral and Fire/Grass stays at 2× under both readings. With a single post behind the 3× figure, treat it as a claim to test rather than a correction to the model.
STAB: no evidence, so do not assume it
No indexed CN post mentions a same-type attack bonus. No source says a Fire Jini gets extra damage from a Fire skill, and none gives a percentage. That does not prove it is absent; it proves nobody mentioned it. Until a global damage preview shows the number, build around coverage, not an assumed bonus.
To test it, use two equal-power skills on a neutral target, one from the Jini's own element. If the numbers differ, log the ratio.
Weather is a field layer, not a type
Weather is a real field layer. One of the three S1 PvP shells that reached the top is a rain team for a special-attack Wing King; the CN write-up treats rain as the condition that makes it work. Rain also has world effects, such as an Electric Giraffe shocking itself, confirming it is a field state, not a damage-only modifier.
The corpus never gives a multiplier. Build the shell, then measure rain and sun in the global client.
Using this in boss fights and PvP
Coverage is the cheapest damage upgrade. Fire clears early maps because Grass and Ice are common, Water answers a Fire boss, and a dual-type target with two weaknesses takes four times the damage. The boss guide lists the fights; the combat system guide explains how Energy limits coverage.
In PvP, bring an answer to Fire, Water and Ground rather than one strong same-type move.
What we will test on day one of the global build
- Confirm all 18 names in the English UI, including the two the CN sources never name.
- Hit a neutral target with equal-power same-type and off-type skills; log the difference.
- Hit a dual-type target with a 2× skill and confirm 4×.
- Test rain and sun on Fire and Water skills; log damage, accuracy or Energy.
- Check whether a 0.25× hit has a damage floor.
Until then, this page is a map of confirmed claims, not a calculator.