Final Fantasy XIII-2 Enemy
オチュー (Ochū)
FFXIII enemy Ochu
HP FFXIII-2 Strength Icon FFXIII-2 Magic Icon
317,200 587 685
Stagger Icon FFXIII Chain Icon FFXIII
444% 90
Keep Launch Libra
40 Resistant 30
CP Gil
1,600 2,880
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII
Weakness Absorbed -
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
70% 70% 50% Immune 50%
Curse-ffxiii-icon Pain-ffxiii-icon Fog-ffxiii-icon Debrave-ffxiii-icon Defaith-ffxiii-icon
30% Immune Immune - -
Daze-ffxiii-icon Wound Death-ffxiii-icon Dispel-ffxiii-icon Provoke-ffxiii-icon
30% - - - 50%
Location The Archylte Steppe -Year Unknown-
Type Feral Creature
Subtype Ochu
Recruit Chance Untameable
Common Drop Grasitha (10%)
Rare Drop Gandiva (5%)
Abilities Seed Dispersal, Pollen, Screech
Notes - Calls allies.
- Capable of inflicting Debrave.
- Capable of restoring HP. Boss monster but repeatable.

Ochu is a boss in the far western Clearwater Marshes area of the Archylte Steppe in ??? AF (year unknown), in Final Fantasy XIII-2. It is the first of four such bosses, and like the others, can be fought repeatedly by returning to the Steppes and resetting the weather.

In preparation, the hunters must be appeased with tasks, and three Cactuar statues must be found and activated, and their summoned Gigantuars defeated. This allows the southern Time Gate, which leads to the Vile Peaks -200 AF-, to be activated with a Wild Artefact. Back at the eastern Nomad Camp, Tipur, in the center of the camp, will then offer the task of hunting the Ochu.

The weather must be changed to rainy (left lever up and right lever down) for the Ochu to appear in the marshes; the Ochu Fragment is acquired upon success. Each of the other three bosses—Long Gui, Immortal and Yomi—also give fragment rewards, and Yomi is also prized as a means of making gil quickly.


Ochus are wild plant-monsters that live on Gran Pulse. Variants include the small microchu and its close cousin the neochu, as well as the rapidly mutating chaochu.

Because the ochu and its relatives inhabit similar environments, they are fierce rivals for food and resources. On Pulse, evolution acts on populations remarkably quickly; new varieties and species emerge in a matter of years. That said, however, the ochu and neochu have been in competition for much longer.


Ochu summons Microchus with Seed Dispersal. Both are weak to fire-elemental attacks. The Ochu will use Pollen if the Microchus are left around for long enough. Ochu will not remove Saboteurs' debuffs, but the Ochu's Screech attack removes all buffs from the party.


Because it has lower stats than its counterpart in Final Fantasy XIII, the player has a wider choice of strategies to beat it, depending on the party's level. Both defensive strategies and more offensive ones will use offensive paradigms, such as Relentless Assault (COM/RAV/RAV) or Tri-Disaster (RAV/RAV/RAV), to kill their choice of the first target. The difference is that a more defensive stance will make Ochu the main priority since it will summon more Microchus with Seed Dispersal, while an offensive one will attempt to kill everything—first the Microchus, then the Ochu before he summons more of them.

The vulnerability of both the Ochu and its minions to fire should be used as an advantage. Potions and Remedies are useful, as they expend no ATB segments and can be used in any paradigm. Here they are almost mandatory as an adjunct to Medics' healing, due to the Pollen and multiple damage sources.

When the player is alerted ahead of time that a boss will soon do an attack that does a lot of damage to the whole party, much of the damage can be intercepted by momentarily switching to all Sentinels (Tortoise); the Sentinels do not have to have time to do anything, but simply being a Sentinel will reduce damage. However, Pollen is cast with little advance warning.

Deprotect and Deshell have a good chance of landing, and Imperil less so. This is one of the keys to the offensive strategy, if raw power alone is not enough to take down the Ochu before it summons.

The defensive strategy is more likely to make greater use of Sentinels in the early half of the fight, as it is not reducing incoming damage by removing the source, i.e. killing the Microchus.

Combat Clinic (MED/MED/SEN) or Salvation (all MEDs) are good for restoring HP, with the former being safer and more adaptable, and the latter more effective at healing, and giving a chance of rectifying mistakes. The Sentinel will draw the Microchu and Ochu while the two Medics concentrate on healing.

Once staggered the player may change to Cerberus, Aggression or Tireless Charge. When it has been downed, the player can use Misdirection (COM/MED/MED) and take out the Microchus, but Tireless Charge-W (or X, depending on the player's damage preference) can also be used.

Both strategies may use Synergists, e.g. Protection (MED/SYN/SEN) to enhance protection and attacks, but this strategy is limited as Ochu's Screech attack removes all buffs from the party. A Synergist monster with Enfire will speed up buffing and can take advantage of Enfired Firestrikes doing Area of Effect damage. With this tactic, paradigms with significant RAV presence should be set to -X (narrow) targeting to ensure AI RAVs choose Firestrikes more often.



"Ochu" comes from Dungeons & Dragons; specifically, it is the otyugh. The name in Japanese (and transliterations) comes from the pronunciation; it is pronounced with a short O and T (practically to a ch), making the pronunciation close to "o-chuugh". "オチュー" is the closest the katakana system can get to representing the sound without using compound katakana pronunciations not natively found in Japanese.

Related enemiesEdit

Final Fantasy XIIIEdit

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