The Blue Chocobo is an enemy in Final Fantasy XIII-2. Once tamed it can be used in chocobo racing in Serendipity.

Stats[edit | edit source]

Battle[edit | edit source]

The Blue Chocobo will begin battle by defending. After it has defended, it will use Supersonic Wave, inflicting status ailments on the party. It will then begin its assault, mixing physical and magical attacks of all four elements. It can be a difficult foe to defeat. If the battle takes too long, it will flee by using Choco Dash. Blue Chocobo has quite a bit of HP, but not much in the way of physical resistance; all elements are either halved or negated.

Strategy[edit | edit source]

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.

The party should take the time while the Blue Chocobo is defending to buff or debuff. Once the chocobo comes out of a defensive position, the party should press the attack. Even though it has no resistance against magic, Commandos are best for dealing damage to it. Thus, the Cerberus (COM/COM/COM) paradigm is preferred. Lower level parties may consider first using Ravagers as needed to raise the chain gauge: Aggression (COM/COM/RAV) or Relentless Assault (RAV/RAV/COM).

Paradigm Pack[edit | edit source]

Blue chocobo as a Paradigm Pack monster.

In Paradigm Pack the Blue Chocobo is a versatile and reliable and a recommendable Ice- and Wind-related Ravager. It masters Blizzard and Aero all the way up to Tier 3, as well as learning physical Wind-abilities like Galestrike and Aero Blitz.

It has a handful of resistances, halving all elemental damage except for Ice, from which it only takes 1/10 damage. It learns Critical: Haste and strongly resists Deshell.

A player with one Blue Chocobo and its crystal may obtain another Blue Chocobo crystal, up to three of each kind; this is true of all chocobos because of the racing minigame. All other tameable monsters are limited to one each. Certain DLC can allow a fourth chocobo.

Monster stats[edit | edit source]

Abilities[edit | edit source]

Ability Level Type Infuse
Blizzard Initial Command Y
Aero Initial Command Y
Kill: ATB Charge Initial Passive N
Overwhelm 3 Auto Y
Resist Ice: +10% 4 Passive Y
Galestrike 9 Command N
Chain Bonus Boost 10 Passive Y
Blizzara 16 Command Y
Resist Ice: +33% 19 Passive Y
Fearsiphon 27 Auto Y
Aerora 34 Command Y
Blizzaga 40 Command Y
Critical: Haste 45 Passive Y
Resist Ice: +45% 69 Passive Y
Aeroga 70 Command Y
Aero Blitz 74 Command N
Resist Deshell: +10% 77 Passive Y
Resist Ice: +53% 83 Passive Y
Resist Deshell: +44% 86 Passive Y

Etymology[edit | edit source]

The name "chocobo" derives from a Japanese brand of chocolate malt ball by Morinaga, ChocoBall (チョコボール, Chokobōru?). The mascot for this product is Kyoro-chan (キョロちゃん?), a bird who says "kweh."

食う / くう / kuu is a rough way to say "eat", whose volitional casual form is 食え / くえ / kue ("let's scoff 'em down!"), leading to Kweh!

Related enemies[edit | edit source]

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