Roco Kingdom Endgame Guide: What to Do After the Story
Roco Kingdom's endgame loop: awakening, bloodline projects, PvP, weekly bosses, breeding and the one-week plan that keeps progress moving.
Roco Kingdom's endgame starts before the credits. Around the level 30–40 band the game shifts from "follow the marker" to "choose a project": awaken a carry, build a PvP team, breed a variant, or chase a legendary. The mistake is trying to do all four at once and finishing none.
The global beta may not expose the full endgame. Treat the levels and costs below as the Chinese version's structure, not a promise about the test client.
This guide covers the long-term systems confirmed in the Chinese version, with the usual beta / unconfirmed caveat for the global client.

The four endgame projects
| Project | Starts around | Resource | Payoff |
|---|---|---|---|
| Awakening | 40–50 | Awakening materials, coins | A power spike for your main carry |
| PvP team | 30+ | Levels, skills, nature | Ladder progress and matchup knowledge |
| Breeding | 30+ | Time, eggs, parent quality | A specific Jinie with the right nature |
| Legendary hunt | 40+ | Rare balls, attempts | A high-value capture and traversal tool |
Pick one primary and one secondary. A player with an awakened carry and a half-built PvP team is ahead of a player with four unfinished projects.
Awakening: commit to one carry
Awakening raises a Jinie's ceiling, but the cost is high enough that spreading it across three Jinies leaves all three mediocre. The Chinese version's awakening band is roughly 40–50, and the material cost is the reason guides tell you to "build one team, not six projects".
Before you awaken:
- The Jinie is in your main six.
- Its nature and talents are good enough to keep.
- You have the materials for the full step, not just the first stage.
- You know which content the awakening is for.
If any answer is no, wait. An awakened support is usually a worse investment than an awakened damage dealer.
Bloodline and nature projects
The Chinese version's later progression includes bloodline awakening and nature modification. These are long-term projects, not story requirements.
The rule for both: finish the team before you optimize the team. A bloodline on a Jinie you replace next week is a sunk cost. A nature change on a Jinie with the wrong role is the same.
The resource planning guide covers how much dust to hold back.
PvP: the repeatable endgame
PvP is the only endgame system that generates new decisions every match. The Chinese version's four-mana, six-Jinie format rewards team building, prediction and energy management.
A sustainable PvP routine:
- Two or three games per session, not ten.
- One replay review per session.
- One team change per week, not per loss.
- A written note of the matchup that beat you.
The PvP guide covers the in-match fundamentals.
Weekly bosses and the material loop
Weekly bosses are the steady endgame income. The loop is:
- Clear the highest boss you can beat reliably.
- Spend the materials on the current project.
- Do not push a boss you cannot clear just for a higher tier.
- Reset the following week.
Reliability beats ambition. A 100% clear of a lower boss produces more materials over a month than a 30% clear of the top one. The boss guide covers the shield and sustain plan.

Breeding as an endgame project
Breeding is the slowest project and the most targeted. You are not rolling for a random upgrade; you are building a specific Jinie with a specific nature and role.
A good endgame breeding project:
- Fills a slot your PvP team cannot fill with a capture.
- Uses a parent with the right egg group and the best talents you own.
- Runs in the background while you do bosses and PvP.
- Has a stopping point: "this nature or better", not "perfect".
The breeding guide covers the pairing and inheritance rules.
The one-week endgame plan
| Day | Focus | Time |
|---|---|---|
| Monday | Weekly boss clears | 30–60 min |
| Tuesday | PvP set and one replay review | 30 min |
| Wednesday | Breeding queue and home upkeep | 15 min |
| Thursday | Map sweep for materials | 30 min |
| Friday | PvP set | 30 min |
| Saturday | Awakening or story project | 60 min |
| Sunday | Resource review and next-week plan | 15 min |
This is a template, not a schedule. The point is that each system gets a slot instead of competing for the same hour.
What "endgame" means in a beta
The global beta's level cap and endgame availability are not fully confirmed. The Chinese version has a long progression beyond 50, with seasonal raises. The beta may expose only part of it.
Do not plan a beta endgame account. The wipe deletes it. Use the beta to learn the awakening cost, the PvP format and the breeding UI, then apply that knowledge at launch.
Sources
Companion wiki
For the legendary Jinie reference behind this guide, use the Roco Kingdom Wiki. It holds the full reference tables; this site stays focused on decisions and routes.
FAQ
What level does endgame start? The systems begin around 30 and deepen at 40–50 in the Chinese version. There is no single endgame level.
What should I do first after the story? Awaken one carry or build one PvP team. Pick one, not both.
Is there a raid or dungeon endgame? The Chinese version has group PvE and world bosses. The global beta's exact endgame list is still being confirmed.
Does endgame progress carry to launch? No. The beta wipes.
Official source: Roco Kingdom official site — long-term system announcements. See also Gematsu's announcement coverage.
More Roco Kingdom Guides
How Roco Kingdom co-op works: friend requirements, shared gathering and combat XP, home visits, blessing eggs and the etiquette that keeps groups together.
Counter Roco Kingdom's burst, stall, weather, speed and lifesteal teams with role-based answers, safe switches and a mana-first game plan.
A repeatable Roco Kingdom daily loop for 10, 20 or 45 minutes: academy tasks, home commissions, rare seeds, bosses and breeding upkeep.
Navigate Carosia efficiently: region order, tower and teleport unlocks, mount upgrades, weather statues and the exploration loop that pays.
Earn Roco Kingdom coins efficiently: one-time coin drawers, repeatable pickup routes, daily commissions and the purchases worth saving for.
Official Roco Kingdom PC and mobile requirements, plus the settings to change first for a stable frame rate in the global beta.
What to prioritize at every Roco Kingdom level band, from the first hour to the level 30 home unlock and the 40+ awakening grind.
Roco Kingdom PvP tips for the four-mana format: energy math, safe switches, response skills, speed control and the first ten games that teach you.
