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Final Fantasy XIII-2 Enemy
White Chocobo
白チョコボ (Shiro Chokobo)
White Chocobo
HP FFXIII-2 Strength Icon FFXIII-2 Magic Icon
99,796 257 206
Stagger Icon FFXIII Chain Icon FFXIII
200% 70
Keep Launch Libra
15 Resistant 30
CP Gil
300 468
Fire Icon FFXIII Ice Icon FFXIII Lightning Icon FFXIII
- - -
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% Immune 30%
Curse-ffxiii-icon Pain-ffxiii-icon Fog-ffxiii-icon Debrave-ffxiii-icon Defaith-ffxiii-icon
30% Immune Immune 30% 30%
Daze-ffxiii-icon Wound Death-ffxiii-icon Dispel-ffxiii-icon Provoke-ffxiii-icon
30% - 30% - 30%
Location Oerba -300 AF-
Type Feral Creature
Subtype Chocobo
Recruit Chance 15%
Common Drop Chocobo Plume (20%)
Rare Drop Afro & White Chick (1%)
Notes - May flee from battle.
- Capable of restoring HP.
- Capable of inflicting Daze.

The White Chocobo is an enemy in Final Fantasy XIII-2. It is found in Oerba 300 AF.


If the battle takes too long, White Chocobo 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

Like the Green Chocobo, the White Chocobo is a Medic. It learns all available Cure-spells, (as Curaja is a hidden ability) as well as Esuna and Esunada.

It learns Raise and has a strong Magic stat, and takes half damage from both Physical and Magic attacks. In the end, the choice is up to the player whether they prefer the Green or the White Chocobo.

White has Feral Surge, which enhances all attributes while the Feral Link gauge is full (the icon is visible on the screen). Feral Fatigue is, for fighting, a detriment, but its counterpart in Chocobo Racing is helpful. The two red locks the White Chocobo has are more than compensated for by its 50% resistance to Magic and Physical, as one of the red locks is beneficial, and even 36% resistance to Magic and Physical would require an additional two of the ten passive ability slots. Green still has two red locks, and while either could be infused into the White if desired, neither is unequivocally desirable.

Green Chocobo has Improved Cure, but White can use one of its two "saved" slots for Improved Cure II from a level 39 Exoray. It ends up a better healer with its 1000 Magic plus Surge boost plus Improved Cure II vs Green's 800 Magic plus Improved Cure I. It has more defense, even after Green has spent two slots. And it still has one slot free for the same Critical: Faith ability that Green has red-locked, or any other passive ability.

Tameable Monster
Name White Chocobo Role Medic
Traits Late Bloomer - Brainy - Elegant
Composition Biological Start Grade Monster Grade 1
Max Level 99 HP 658
Strength 54 Magic 69
ATB Segments 3 Stages 5
Innate Affinities Halves: Physical, Magic
Feral Link Kweh (Inflict physical damage to target. Input Type: Timing)
Ability Type Level Infusible
Cure Command Initial Y
Feral Surge Passive Initial N
Feral Fatigue Passive Initial N
Curasa Command 3 Y
Magic +10% Passive 6 Y
Feral Speed II Passive 7 Y
Esuna Command 15 Y
Cura Command 30 Y
Magic +16% Passive 46 Y
Esunada Command 77 Y
Magic +20% Passive 90 Y
Raise Command 99 Y

Related enemiesEdit

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