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Major Moblin

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Final Fantasy XIII-2 Enemy
Major Moblin
モブリンセンター (Moburinsentā)
FFXIII-2 Major Moblin
Statistics
HP FFXIII-2 Strength Icon FFXIII-2 Magic Icon
61,000 257 257
Stagger Icon FFXIII Chain Icon FFXIII
235% 80
Keep Launch Libra
25 Weakness 40
CP Gil
144 260
Vulnerabilities
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII
Halved Halved Halved
Wind Icon FFXIII Physical Icon FFXIII Magical Icon FFXIII
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
30% 30% 90% 30% 90%
Curse-ffxiii-icon Pain-ffxiii-icon Fog-ffxiii-icon Debrave-ffxiii-icon Defaith-ffxiii-icon
- 90% 90% - -
Daze-ffxiii-icon Wound Death-ffxiii-icon Dispel-ffxiii-icon Provoke-ffxiii-icon
90% - - - 30%
Location The Archylte Steppe -Year Unknown- (Stonestump Wastelands, Grave Ridge, Clearwater Marshes)
Type Feral Creature
Subtype Goblin
Recruit Chance 10%
Common Drop Vitality Essence (30%)
Rare Drop Royal Armlet (5%)
Abilities Goblinhancement, Curasa
Notes - Susceptible to Deshell.
- Susceptible to Imperil.
- Susceptible to Poison.
- Capable of bestowing Bravery.

The Major Moblin is an enemy in Final Fantasy XIII-2. It always appears with three subordinate Moblins. It not only enhances its troops but heals them as well. Both Moblin types replace the Gancanagh and Ace leader as the predominant Goblin types in the Clearwater Marshes during Rainy weather.

BattleEdit

The Major Moblin can bestow a large number of beneficial status effects on its minions, can cure them, and has a large amount of HP and high defenses, and should not be underestimated even by an experienced party.

StrategyEdit

The player should take down the Moblins as quickly as possible in order to prevent the Major Moblin from using Goblinhancement on them, and then focus on the Major Moblin who is not much of a threat alone. The player can use a Saboteur to take advantage of its susceptibility to certain status effects to make the battle easier.

If the Major Moblin is defeated before the Moblins, a Moblin might use Rise to Power and become a new Major Moblin, but after one Moblin has risen to power, no other Moblins will, even if the second Major Moblin is defeated. It will also only have the HP that it had as a Moblin and thus will be easier to defeat than the original.

Paradigm PackEdit

Tameable Monster
Name Major Moblin Role Sentinel
Traits Well-Grown - Rare - Hearty
Composition Biological Start Grade Monster Grade 3
Max Level 45 HP 1,176
Strength 71 Magic 77
ATB Segments 3 Stages 3
Innate Affinities Halves: Physical, all Elements
Feral Link Neo Goblin Rush (Deal physical damage to target. Input Type: Complex)
Ability Type Level Infusible
Provoke Command Initial Yes checkY
Steelguard Command Initial Yes checkY
Feral Speed II Passive Initial X markN
Fringeward Auto 3 Yes checkY
Resist Physical: +5% Passive 4 Yes checkY
Resist Physical: +15% Passive 7 Yes checkY
Vendetta Command 13 Yes checkY
Resist Physical +26% Passive 20 Yes checkY
Element Guard Command 26 Yes checkY
Strength +10% Passive 30 Yes checkY
Auto-Bravery Passive 40 Yes checkY

Related EnemiesEdit

Final Fantasy XIIIEdit

Lightning Returns: Final Fantasy XIIIEdit

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