Final Fantasy XIII-2 Enemy
チョコボ (Chokobo)
FFXIII2 enemy Chocobo
HP FFXIII-2 Strength Icon FFXIII-2 Magic Icon
10,000 75 75
Stagger Icon FFXIII Chain Icon FFXIII
200 66
Keep Launch Libra
15 Resistant 30
CP Gil
90 100
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII
- Weakness -
Wind Icon FFXIII Physical Icon FFXIII Magical Icon FFXIII
Halved Halved Halved
Status resistanceThe lower the number, the more suspectible the enemy is to the status.
Deprotect-ffxiii-icon Deshell-ffxiii-icon Slow-ffxiii-icon Poison-ffxiii-icon Imperil-ffxiii-icon
0% 0% 45% Immune 45%
Curse-ffxiii-icon Pain-ffxiii-icon Fog-ffxiii-icon Debrave-ffxiii-icon Defaith-ffxiii-icon
45% 45% 45% 45% 45%
Daze-ffxiii-icon Wound Death-ffxiii-icon Dispel-ffxiii-icon Provoke-ffxiii-icon
45% 0% 45% 0% 20%
Location The Archylte Steppe -Year Unknown- (Sanctorium, Plains of Eternity (Cloudy)
Type Feral Creature
Subtype Chocobo
Recruit Chance 100%
Common Drop Chocobo Plume (30%)
Rare Drop Yellow Chick in Afro (1%)
Abilities Choco Cure
Notes - May flee from battle.
- Attacks quickly and relentlessly.
- Employs powerful wind-based attacks.

The Chocobo is an enemy in Final Fantasy XIII-2.


It can be a difficult foe to defeat, as it will use Choco Cure on itself when it is at low health. If the battle takes too long, it will flee by using Choco Dash.

A good tip is to pay attention to the chocobo's movements in battle, as right before they flee they will turn around and shake their rear. As soon as the player spots this they can press Start and redo the battle, as it is often faster than waiting for another one to spawn.

Paradigm PackEdit

The party will get a chocobo when they first visit the Archylte Steppe. Chocobos are unique in that the player can get more than one in their Paradigm Pack, as they can be signed up for racing in Serendipity.

In battle the Chocobo is a Commando. Its Feral Link, Kweh, deals consecutive physical damage to a target and has a maximum synchronization rate of 350%. It is a valuable Commando early on, given its balanced stat pool as well as its skillset. It learns more auto-abilities than the Red Chocobo, such as Adrenaline and Blindside, and even the high-tier spell Ruinga. In early levels, it has less potential for gaining Strength than the Red Chocobo, which gains more from Power Droplet and Power Sliver monster materials. When both are given the same materials, it gains more Strength and less Magic than the Red Chocobo at maximum level. It may therefore be a better Commando than its red counterpart, depending on the player's preferences. The Chocobo naturally halves Wind damage

Its downsides include that aside from Imperil Chaser, the Chocobo does not possess other beneficial abilities to differentiate itself from the top-tier Commandos. It is weak to Ice attacks and has a slow attack speed against moving opponents, needing to reorient itself between Attacks.

Tameable Monster
Name Chocobo Role Commando
Traits Late Bloomer - Strong - Bullish
Composition Biological Start Grade Monster Grade 1
Max Level 99 HP 827
Strength 74 Magic 55
ATB Segments 3 Stages 5
Innate Affinities Halves: Wind, Weak: Ice
Feral Link Kweh (Deal physical damage to target. Input Type: Complex)
Ability Type Level Infusible
Attack Command Initial N
Ruin Command Initial N
Critical: Power Surge Passive Initial N
Blitz Command 3 N
Powerchain Auto 5 Y
Resist Wind: +10% Passive 7 Y
Strength: +10% Passive 10 Y
Lifesiphon Auto 13 Y
Smite Auto 19 N
Ravage Auto 22 N
Resist Wind: +33% Passive 38 Y
Strength: +16% Passive 43 Y
Resist Wind: +45% Passive 54 Y
Adrenaline Auto 62 Y
Stagger: Wound Auto 69 N
Strength: +20% Passive 76 Y
Imperil Chaser Auto 80 N
Attack: ATB Charge II Passive 90 Y
Blindside Auto 94 Y
Ruinga Command 96 Y
Critical: Power Surge II Passive 99 N

Related enemiesEdit