Final Fantasy XIII-2 Enemy
マンチキン (Manchikin)
FFXIII enemy Munchkin
HP FFXIII-2 Strength Icon FFXIII-2 Magic Icon
6,200 300 0
Stagger Icon FFXIII Chain Icon FFXIII
150% 50
Keep Launch Libra
5 Weakness 25
CP Gil
60 135
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII
- - -
Wind Icon FFXIII Physical Icon FFXIII Magical Icon FFXIII
- - -
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% 50% 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% 30% 30%
Location Bresha Ruins -300 AF- (Echoes of the Past)
Type Feral Creature
Subtype Goblin
Recruit Chance 10%
Common Drop Potent Engine (15%)
Rare Drop Power Booster (5%)
Notes - Delivers devastating physical attacks
- Attacks quickly and relentlessly.

The Munchkin is an enemy in Final Fantasy XIII-2. Found in groups of three or four, they use their strength in numbers to compensate for their low hit points. They are the most numerous enemy in the open areas of the Bresha Ruins 300 AF, and are even found in the tunnels. They are much weaker than other enemies in the area, even the Purple Chocobo, and certainly the Tonberry. Lower level players that can avoid these tougher enemies should be able to defeat Munchkins and even their Munchkin Maestro allies without any trouble.

Paradigm PackEdit

The Munchkin is a Commando. Its development is weighted towards Strength and builds up a high Strength stat for an Early Peaker. Its HP is fairly impressive too. It does not learn any passive abilities. It has a decent percentage chance to tame, and may be obtained early; the only restrictions on opening the gate to Bresha Ruins -300 AF- are the defeat of Atlas and using Moogle Throw (from Sunleth Waterscape) to reach the giant's hand in the Excavation Site area in Bresha Ruins 005 AF.

Like the Circuitron and Fencer, Munchkin requires only two-star materials, which in combination with Early Peaker, makes it cheap to raise to maximum level (not as cheap as the one-star Pulsework Knight though).

Tameable Monster
Name Munchkin Role Commando
Traits Early Peaker - Meleeproof - Noisy
Composition Biological Start Grade Monster Grade 2
Max Level 20 HP 1,372
Strength 107 Magic 87
ATB Segments 3 Stages 1
Innate Affinities Halved: Physical
Feral Link Goblin Rush (Inflicts physical damage to target. Input Type: Multiple.)
Crystarium Development Graph
Green: HP / 10 Red: Strength Purple: Magic
Munchkin Development
Ability Type Level Infusible
Attack Command Initial N
Ruin Command Initial N
Launch Auto 2 N
Bloodthirsty Auto 5 N
Lifesiphon Auto 9 Y
Blitz Command 14 N
Scourge Auto 19 Y
Haste Feeder Auto 20 N



The name Munchkin most likely came from The Wizard of Oz.

Related enemiesEdit

Final Fantasy XIIIEdit

Lightning Returns: Final Fantasy XIIIEdit