|Cloud: I couldn't finish 'em. Looks like this's gonna get complicated.|
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|Final Fantasy XIII-2 Enemy|
|白チョコボ (Shiro Chokobo)|
|Location||Oerba -300 AF-|
|Common Drop||Chocobo Plume (20%)|
|Rare Drop||Afro & White Chick (1%)|
|Notes|| - May flee from battle.|
- Capable of restoring HP.
- Capable of inflicting Daze.
Additionally, it learns Raise and has a strong Magic stat, and take only half damage from both Physical and Magic attacks. In the end, the choice is up to the player, but there is an ongoing debate whether the Green or the White Chocobo is better.
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. Also, the two red locks that 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 of them could be infused into the White if desired, neither are 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.
|Traits||Late Bloomer - Brainy - Elegant|
|Innate Affinities||Halves: Physical, Magic|
|Feral Link||Kweh (Inflict physical damage to target. Input Type: Timing)|
- Black Chocobo
- Blue Chocobo
- Red Chocobo
- Green Chocobo
- Purple Chocobo
- Silver Chocobo
- Golden Chocobo (Final Fantasy XIII-2)