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A beautiful, golden chocobo glides towards Elsendor.
| Level | HP | MP | Att | MAtt | Def | MDef | Creature Type |
| 29 | 56000 | ? | 23 | 29 | 22 | 22 | Bird |
| Weak | Strong | Immune | Absorb | ||||
| Dark | None | Berserk, Zombie, Noact, Imp, Slow, Gravity, Small, Blind, Silence, Sleep | Holy | ||||
| Abilities | Target | Element | Details | ||||
| Choco Beam | One Enemy | None? | Magical Attack. Inflicts Curse, Stop, and Don't Move. | ||||
| Choco Cure | Self | N/A | Heals HP, used every time damage is inflicted, except melee damage. | ||||
| Choco Dive | All Enemies? | None | 2-6 consecutive physical attacks | ||||
| Choco Meteo | All Enemies? | None? | Magical? Attack | ||||
| ? | All Enemies? | None | Dispel | ||||
| Notes | |||||||
| Gold Chocobos require a lot of strategy. They have Auto-Reflect, and their Choco Cure ability will heal them every time they take damage from an ability, including Counters and multi-hit attacks like Meteorain or Rapid Fire. First, wear a Frost Bracelet to protect yourself from Stop. Dispel is frequent enough to make you want Auto-Effects for Protect and Shell, and probably Preach too if you have a Faith Rod. Because of Choco Cure, the goal here is to deal as much damage as you can per ability. This means no damaging Counters or multi-hit attacks. Instead, use buff-based counters such as MA Save or HP Restore. Swordsman's Charge + Cleave is a good option, as is Archer's Charge ability. Normally Curse wouldn't matter, but since we need to maximize damage, make sure you Esuna yourself before you attack. Also, Gold Chocobos are weak to Dark, so Dark Matter should deal good damage (no Dark Bomb though because of Reflect). Shock! should also be powerful enough. Of course, you could also just melee him to death. | |||||||
Last updated: 12 August, 2009