Roco Kingdom Elements: All 18 Types Explained
The 18 Roco Kingdom elements, what each one is for, how the symmetric matchup system works, and which elements are safest to build around.
Quick answer: Roco Kingdom uses 18 elements — Common, Flora, Fire, Water, Light, Earth, Ice, Dragon, Electric, Poison, Insect, Martial, Wing, Cute, Spectral, Havoc, Mechanical and Illusion. Every matchup is either 2x or 0.5x; there is no immunity. The chart is symmetric, so a type that hits another for 2x is also hit by it for 2x. That single rule defines how team building works.

What an Element Actually Controls
An element does three things in the beta:
- Damage multiplier against the defender's element, using the 2x / 0.5x table.
- Move access, because skills are element-tagged and most Jini learn mostly their own element.
- Team synergy, since dual-element Jini inherit both attacking and defensive profiles.
It does not control stats directly. Two Jini of the same element can have completely different stat spreads, and the dex does not expose base stats in the global client yet.
Unlike Pokémon, Roco Kingdom does not use a rock-paper-scissors loop with one-way resistances. If Fire beats Flora, Flora also beats Fire. The system rewards covering shared weaknesses rather than stacking advantages.
The 18 Elements at a Glance
Counts below come from the current build's 18x18 matrix. "Strong vs" means the element deals 2x; "Resists" means incoming attacks from that element deal 0.5x.
| Element | Strong vs (count) | Resists (count) | Weak to (count) |
|---|---|---|---|
| Common | Fire, Earth, Mechanical (3) | Fire, Earth, Mechanical (3) | Martial (1) |
| Flora | Water, Light, Earth (3) | Water, Light, Earth (3) | Fire, Ice, Poison, Insect, Wing (5) |
| Fire | Flora, Ice, Insect, Mechanical (4) | Flora, Ice, Insect, Mechanical (4) | Common, Water, Earth, Poison (4) |
| Water | Fire, Earth, Mechanical (3) | Fire, Earth, Mechanical (3) | Flora, Electric (2) |
| Light | Spectral, Havoc (2) | Havoc (1) | Flora, Spectral (2) |
| Earth | Fire, Ice, Electric, Poison (4) | Fire, Electric, Poison (3) | Common, Flora, Water, Ice, Martial, Mechanical (6) |
| Ice | Flora, Earth, Dragon, Wing (4) | Flora, Dragon, Wing (3) | Fire, Earth, Poison, Martial, Mechanical (5) |
| Dragon | Dragon (1) | Nothing (0) | Ice, Dragon, Cute (3) |
| Electric | Water, Wing (2) | Water, Wing (2) | Earth, Poison (2) |
| Poison | Flora, Fire, Ice, Electric, Poison, Cute (6) | Flora, Fire, Ice, Electric, Cute (5) | Earth, Poison, Havoc, Illusion (4) |
| Insect | Flora, Havoc, Illusion (3) | Flora, Havoc, Illusion (3) | Fire, Wing (2) |
| Martial | Common, Earth, Ice, Havoc, Mechanical (5) | Common, Earth, Ice, Havoc, Mechanical (5) | Wing, Cute, Illusion (3) |
| Wing | Flora, Insect, Martial (3) | Flora, Insect, Martial (3) | Ice, Electric (2) |
| Cute | Dragon, Martial, Havoc (3) | Dragon, Martial (2) | Poison, Havoc, Mechanical (3) |
| Spectral | Light, Spectral, Illusion (3) | Illusion (1) | Light, Spectral, Havoc (3) |
| Havoc | Poison, Cute, Spectral (3) | Poison, Spectral (2) | Light, Insect, Martial, Cute (4) |
| Mechanical | Earth, Ice, Cute (3) | Earth, Ice, Cute (3) | Common, Fire, Water, Martial (4) |
| Illusion | Poison, Martial (2) | Poison, Martial (2) | Insect, Spectral (2) |
The full 18x18 grid, including every individual matchup, is on the type chart page.
The Offensive Standouts
Poison is the widest attacker: six elements take 2x from it, including Fire, Ice and Electric. The cost is a four-element weakness list and only five resistances, which makes Poison a poor defensive anchor but an excellent coverage pick.
Martial is second with five 2x targets and, unusually, resists everything it hits. It is one of the few elements that is genuinely good on both sides of the ball.
Fire and Earth and Ice each hit four elements. Fire is the most efficient of the three because its resistance list is identical to its attack list, so it never wastes a slot.
The Defensive Standouts
Dragon is the only element with zero resistances. It hits Dragon for 2x and takes 2x from Ice, Dragon and Cute. That is a deliberately high-risk profile: Dragon attackers hit hard but cannot switch into much.
Light has only two weaknesses (Flora and Spectral) and one resistance (Havoc), which makes it the cleanest splash element in the beta. Dimo, the mascot, is Light.
Electric has two weaknesses and two resistances, both useful — it beats Water and Wing and resists the same two. It is the most self-contained element in the game.
Dual Elements and Stacked Weaknesses
A dual-element Jini uses both types when attacking and takes the worse multiplier when defending. Because the chart is symmetric, dual elements mostly create shared weaknesses, not offsetting weaknesses. A Fire/Flora Jini, for example, is hit for 2x by Water, Earth, Poison, Ice, Insect, Wing and Common — a long list.
The practical rule: a dual element is worth it when the two types cover different attackers, not when they share a weakness. The type chart guide has the stacking table for the common pairs.
Which Elements to Build Around
For a first team, the beta rewards broad coverage over specialization:
- Poison for hitting six types
- Martial for hitting five and resisting them
- Light or Electric as the safe switch-in
- Water or Fire for the common early spawns in Breeze Valley
Avoid stacking Dragon unless you have a plan for Ice and Cute, and avoid Earth as your only defensive type: six elements hit it for 2x.
FAQ
How many elements are in Roco Kingdom? Eighteen: Common, Flora, Fire, Water, Light, Earth, Ice, Dragon, Electric, Poison, Insect, Martial, Wing, Cute, Spectral, Havoc, Mechanical and Illusion.
Is there an immunity in Roco Kingdom? No. Every matchup is 2x or 0.5x.
What is the strongest element? Poison has the most 2x targets (six). Dragon has the fewest resistances, which makes it the riskiest.
Do dual-element Jinies take 4x damage? No. The beta applies the worse single multiplier (2x), not a stacked 4x.
What element is Dimo? Light.
Sources
Roco Kingdom on Steam · Official site · Quack Quack Test FAQ
Related Guides
More Roco Kingdom Guides
All 465 Jinies currently recorded in the global build, with dex numbers, the six officially shown creatures, element overview and where to find each family.
How to download the Roco Kingdom global test on PC, Android and iOS, what to do when the store page says unavailable, and how to verify the install.
How Roco Kingdom eggs work: the 237 egg records, incubator slots, hatching by distance, and what the beta still does not tell you about rarity.
Fix the common Roco Kingdom beta errors: access denied, account mismatch, TestFlight full, device incompatible, launcher stalls and login loops.
What the global build confirms about Roco Kingdom evolution: level gates, materials, lord bloodline and the data still missing.
A reference index of Roco Kingdom item categories: capture balls, evolution materials, food, recipes, quest items and cosmetics, plus where each one comes from.
The three documented Roco Kingdom legendaries, their translated names, story roles and why capture details are still unconfirmed.
A reference map of Roco Kingdom's spawn zones, the wild Jini count in each, how day and night spawns differ, and how to travel between regions.
