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Buffs, debuffs, counters and battle terms in Roco Kingdom

6 min readFrom the game's Student Handbook

Not all skills deal raw damage. Many apply buffs or debuffs. Get creative with these to completely flip the momentum of a battle!

1Status Skills

Buffs & Debuffs
Step 1

Buffs & Debuffs

Not all skills deal raw damage. Many apply buffs or debuffs. Get creative with these to completely flip the momentum of a battle!

Time for a Jini Switch...
Step 2

Time for a Jini Switch...

Switching out a Jini instantly wipes away any buffs or debuffs they have. Use this trick to scrub off nasty status effects!

2Countering Skills

Attack Countered?!
Step 1

Attack Countered?!

Jini skills fall into three camps: Attack, Status, and Defend. Keep an eye out for Counter Skills—if your opponent casts the matching skill type that turn, you'll intercept their move!

Landing a Counter...
Step 2

Landing a Counter...

A well-timed Counter Skill ignores Speed entirely, letting you strike first! Better yet, they trigger unique bonus effects. Test them out and see what happens.

3Battle terms

Every battle term the game explains, in its own words. A term named inside another one links to it.

Agility

When a Jini is switched in, it casts the first skill with the Agility effect that it has enough Energy to use.

Attack Mark

Mark effect: All Skill Power +10%.

Attribute Boost

A type of buff that increases Physical Attack, Magic Attack, Physical Defense, Magic Defense, or Speed.

Attribute Debuff

A type of debuff that decreases Physical Attack, Magic Attack, Physical Defense, Magic Defense, or Speed.

Auto Battle with Alpha Jini

Once this ability is unlocked, you can throw your Alpha Jini into battle against Alpha Jinies in the overworld. Your Alpha Jini will assist you by reducing the enemy's shield.

Auto Battle with Wild Jini

Once this ability is unlocked, when you throw a Jini, your Alpha Jini will automatically engage any wild Jinies detected within range. If your Alpha Jini emerges victorious, the wild Jini will be stunned.

Blizzard

During Blizzard weather, both parties gain 2 stacks of Freeze at the end of each turn. (Ice-class Jinies are immune to this effect.)

Buff

Effects that increase attributes, Skill Power, or Combo Count, reduce Energy Cost, or grant effects including Lifesteal, and Overload. (Excludes Mark, Trait, and Other effect types.)

Burn

Deals Fire-class damage equal to 2% of Health at the end of the turn and reduces stacks by 50%. (Fire-class Jinies are immune to this effect.)

Charge

Charges for 1 turn before casting on the next. While charging, the Jini can not be forced to leave the field.

Combo Count

Alters combo counts. Only applies to skills with a combo effect.

Conduction

When your Jini gains 2 stacks of Conduction, it immediately takes Electro-class damage equal to 25% of its Health and loses 2 stacks of Conduction. (Electro-class Jinies are immune to this effect.)

Counter: Attack

If the enemy uses an attack skill, this skill counters successfully: This Jini gains priority and triggers a counter effect. After use, all the equipped defense skills enter a 1-turn cooldown.

Counter: Defense

If the enemy uses a defense skill, this skill successfully counters: it gains priority and triggers a counter effect.

Counter: Status

If the enemy uses a status skill, this skill successfully counters: it gains priority and triggers a counter effect.

Cuteify

Devolves to the previous stage on its evolution line with Species Aptitude lowered accordingly. (Only Jinies capable of devolution can gain Cuteify. This effect persists even after they leave the battlefield.)

Debuff

Effects that reduce attributes, Skill Power, or Combo Count, increase Energy Cost, or inflict effects including Poison, Burn, Parasite, Freeze, Cuteify, and Conduction. (Excludes Mark, Trait, and Other effect types.)

Dragonbite Mark

Mark effect: After casting skills costing 3 Energy, Physical & Magic Attack +30%.

Electrocharge Mark

Mark effect: Attack skills gain Surge, granting Power +10 for this hit.

Forced Retreat

The Jini leaves the field and is replaced by a random teammate. Any Jini entering this turn is immune to this effect.

Freeze

Freezes 5% of Health; if current Health is lower than the Freeze ratio, the Jini becomes Exhausted. (Ice-class Jinies are immune.)

Gearshift

At turn start, skills with Gearshift X move down X slots in the queue. This effect stacks.

Hybrid Jini

Refers to Jinies with a non-native bloodline, including those with a bloodline of another class, Alpha bloodline, Exotic bloodline, Corrupted bloodline, and more.

Immobilized

While Immobilized, Jinies cannot leave the field and cannot be Immobilized again.

Inflict Poison

Skills with Poison X inflict X stacks of Poison on the target.

Interrupt

Prevents the enemy from using the specified skill for this action.

Invocation Mark

Mark effect: When a Jini leaves the field, its replacement loses 1 Energy.

Leave the Field

Leaves the field via manual switch or retreat (excludes leaving after Exhausted).

Lifesteal

When dealing damage, restores Health proportional to the damage dealt and Lifesteal ratio.

Mark

Marks persist through Jini swaps, and their effects are transferred to the incoming Jini. A Jini can hold up to 1 positive and 1 negative Mark at a time.

Offering

Grants Offering buffs to the Bite and Swarm skills in the lineup.

Overload

Casts the selected skill twice this turn, then consumes 1 stack of Overload.

Parasite

At the end of the turn, absorbs 2% Health from the host. (Flora-class Jinies are immune to this effect.)

Photosynthesis Mark

Mark effect: Grants 1 Energy at turn's end.

Poison

Deals Poison-class damage equal to 3% of Health at the end of the turn. (Poison-class Jinies are immune to this effect.)

Poison Effect

Includes Poison and Poison Mark.

Poison Mark

Mark effect: Deals Poison-class damage equal to 3% of Health at the end of the turn.

Power Charge Mark

Mark effect: Skill Power of all attacks +30%, Energy Cost +1.

Priority

Skills with higher priority act first, bypassing any Speed differences between Jinies. Priority can be stacked.

Rainy

During Rain, both parties' Water-class Skill Power +75%.

Retreat

The Jini leaves the field and is replaced by a selected teammate. Any Jini entering this turn is immune to this effect.

Return to the Field

The Jini leaves the field, then immediately returns. Any Jini entering this turn is immune to this effect.

Sandstorm

During Sandstorm, both parties' Earth-class skill Energy Cost -50%.

Select

You can choose from two effects. (Both effects are considered the same skill, named "Light" and "Dark", respectively.)

Slow Mark

Mark effect: Speed -10.

Sprout Mark

When you gain a buff, you gain 1 extra stack.

Starfall Mark

Mark effect: Hitting the marked Jini with a non-Stellar-class skill triggers Starfall Mark. This consumes all Starfall stacks to deal bonus Stellar-class damage.

Stored Power

Can charge for one more turn. Final skill cast +1.

Surge

Gains an additional effect on its first action after entering the field.

Thorn Mark

Mark effect: When a Jini leaves the field, its replacement loses 6% Health.

Thunderstorm

During Thunderstorm, both sides gain 1 stack of Conduction at the end of each turn. (Electro-class Jinies are immune to this effect.)

Undercurrent Mark

Mark effect: When a Jini leaves the field, the switched-in Jini receives 5 stacks of a random attribute debuff.

Versatility

After use, the skill turns into a random skill from a designated pool, and Energy Cost -1. Once that random skill is cast, it reverts to the original skill.

Wet Mark

Mark effect: Energy Cost of all skills -1.

Windrise Mark

Mark effect: When attacking first, Skill Power of the attack +20%.