Final Fantasy XIII-2 Enemy
モブリン (Moburin)
FFXIII-2 Moblin
HP FFXIII-2 Strength Icon FFXIII-2 Magic Icon
25,132 415 432
Stagger Icon FFXIII Chain Icon FFXIII
185% 30
Keep Launch Libra
5 Weakness 40
CP Gil
64 116
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII
Weakness Weakness Weakness
Wind Icon FFXIII Physical Icon FFXIII Magical Icon FFXIII
Weakness - -
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% 30% 30% 30%
Curse-ffxiii-icon Pain-ffxiii-icon Fog-ffxiii-icon Debrave-ffxiii-icon Defaith-ffxiii-icon
30% 30% 30% 30% 30%
Daze-ffxiii-icon Wound Death-ffxiii-icon Dispel-ffxiii-icon Provoke-ffxiii-icon
30% - 30% - 30%
Location The Archylte Steppe -Year Unknown- (Stonestump Wastelands, Clearwater Marshes)
Type Feral Creature
Subtype Goblin
Recruit Chance 10%
Common Drop Power Essence (30%)
Rare Drop Power Crystal (3%)
Abilities Goblin Punch, Rise to Power
Notes - Unremarkable.

The Moblin is an enemy in Final Fantasy XIII-2. It always appears with two other Moblins and a Major Moblin leader, which 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.


While it is not exceptionally powerful on its own, with the aid of the Major Moblin's Goblinhancement, it becomes a much more potent threat, made greater by the Major Moblin's ability to cure its troops. Arguably, the battle against Moblins at higher levels is easier than against Gancanaghs, because Goblinhancement is very effective, but the Major will likely be healing instead of casting it.

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.


The player should defeat the Moblins as quickly as possible with Relentless Assault (COM/RAV/RAV) to take advantage of their elemental weaknesses. Due to their low Chain Resistance they are easily Staggered which makes them much more vulnerable, even if one has been buffed by the Major Moblin.

Paradigm PackEdit

A Moblin is most certainly not the easiest to find, of potential sources of Gilfinder II, but it is definitely the cheapest, available for infusion at level 1. Buccaboos and Gancanaghs get it, available, at level 20. An assortment of other Goblins and Terraquatics get it later, or have it redlocked. Gilfinder II sources are cumulative in their effect, for a maximum of +250% to Gil drops.

Tameable Monster
Name Moblin Role Commando
Traits Early Peaker - Rare - Greedy
Composition Biological Start Grade Monster Grade 2
Max Level 20 HP 577
Strength 48 Magic 69
ATB Segments 3 Stages 1
Innate Affinities Weak: all elements
Feral Link Batter Up (Deal physical damage to target and surrounding foes and launch them into the air. Input Type: Stick rotation)
Ability Type Level Infusible
Attack Command Initial N
Ruin Command Initial N
Critical: Haste Passive Initial N
Gilfinder II Passive Initial Y
Launch Auto 3 N
Resist Magic: +5% Passive 6 Y
Resist Magic: +15% Passive 10 Y
Blitz Command 14 N
Blindside Auto 19 Y


Moblin is a portmanteau of "mob" and "goblin." A goblin is a small, mischievous creature found in many European folk tales and legends. The word "goblin" comes from the Norman French word Gobelinus, the name of a ghost that haunted the town of Évreux in the 12th century.

Moblin is also the name of an enemy from the Legend of Zelda series (although in that case, the Japanese name was "Moriblin", which is a combination of "Mori" (Japanese for "Forest") and "Goblin.").

Related enemiesEdit

Final Fantasy XIIIEdit

Lightning Returns: Final Fantasy XIIIEdit