Chocobos are immune to most status effects and don't have an elemental weakness. Although they are more inclined to run than to stay and fight, chocobos can fend for themselves when pushed; chocobos can heal themselves and cast supportive magic, and attack with Choco Kick, which does a moderate amount of damage to a single target. From Chapter 3 onwards they can use Choco Meteor, which does major damage to all opponents.
Completed the Mi'ihen Highroad mission in Chapter 2, returned, talked to Clasko and Calli, and let them on the Celsius.
The player must go to the Calm Lands and defeat the monsters in the Calm Lands Ruins. Clasko will give some greens to go out and catch chocobos with.
The prospective owner must encounter a chocobo in battle, first enticing it to stay by offering it Gysahl Greens. Extended battles may require a steady supply of the greens as the party clears away the accompanying fiends. When the fiends have been defeated one more Gysahl Green will ensure capture. During the battle the chocobo may attack. It is important the catcher does not retaliate, or the chocobo will almost certainly run away. First Strike will guarantee the party has an opportunity to use Greens before the chocobo can run.
In one Creature Creator tale, a chocobo is made from the spirit of a young, sickly girl, who dreamed of adventures in faraway places. After passing away and becoming a chocobo, she is strong enough to live those dreams, instead of simply imagining them. Running across the Calm Lands, the chocobo spots her parents, still grieving over her. As she dashes across the plains, the parents spot the energetic chocobo and decide their daughter must be in a happier place now.
[view·edit·purge]The name "chocobo" derives from a Japanese brand of chocolate malt ball by Morinaga, ChocoBall(チョコボール, Chokobōru?). The mascot for this product is Kyoro-chan (キョロちゃん?), a bird who says "kweh."