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Chocobo Knight: Misc


Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

For the recurring Chocobo Knights, see Chocobo Knights.
"Chocobo Knights harness the innate abilities of their feathered mounts."

Chocobo Knight is a job in Final Fantasy Tactics A2: Grimoire of the Rift, exclusive to Moogles. Able to tame Chocobos, these knights can capture a Chocobo during battle, ride it as a steed and use the Chocobo's abilities, such as Choco Meteor, until it dies, even though reraised you will still lose your mounted Chocobo and for some unexplained reason if he is turned to stone the Chocobo will disappear.

Although Chocobo Knights have no innate abilities and limited stats growth, their speed growth is unmatched and they are capable of wielding any type of non-ranged weapon, spears can also be equipped but have a 1 tile range instead of two , However, when riding a Chocobo, the knight will use only its base attack for attacks (with few exceptions). They are able to ride different colored Chocobos, with each color giving the knight different abilities (though some are shared among all colors). Although they can use the Chocobo's abilities when mounted, they cannot use any secondary A-abilities (i.e. Onslaught, Thievery, etc.) while doing so. When a Chocobo Knight mounts a Chocobo, the job's name will change according to the Chocobo's color; eg. mounting a Black Chocobo changes a Chocobo Knight's job to Black Rider. A Chocobo cannot be mounted if it is inflicted with any buffs (such as beserk) or debuffs. With the additional height from their mounts, Chocobo Riders can enter water with out the aid of Winged Shoes. However, a Chocobo cannot be mounted while it is standing in water.

Despite its regular attack and Choco Beak acting on base attack, Choco Flame can be somewhat affected by raising the user's attack with a weapon. Choco Meteor and Choco Cure don't run off attack, but off magic, and can be boosted in power by an item such as a Heretic Rod.

Neither Hurdy nor Montblanc can become a Chocobo Knight, due to their unique sprites. According Gurdy's section at Hurdy's side story, Montblanc couldn't ride on a Chocobo. Hurdy says that he could ride a chocobo, but has a policy against it.



  • To Unlock: Complete "Popocho's Chocobos"
  • To Use: Master 2 Animist A-Abilities


Weapons Head Body Equip Shields?
All Hats Light Armor No

Unit Move Jump Evasion Unarmed
Attack Raise
Resilience Weak
Chocobo Knight 3 2 0 10 60 -
Rider 4 3 5 35 50 Water, Lightning, Holy
Red Rider 4 3 5 38 55 Water, Lightning, Holy
Black Rider 4 1* 5 38 55 Water, Lightning, Holy
Green Rider 6 3 5 38 60 Water, Lightning, Holy
Brown Rider 4 3 5 38 60 Water, Lightning, Holy
White Rider 5 3 5 45 60 Water, Lightning, Holy
*The Black Rider is a flying unit, so its Jump stat is irrelevant.

Note: If the rider is wearing armour that gives protection to Water, Lightning or Holy, the weakness to the element will be overwriten by the armours specific strength of resistance. (Half Damage/Immune/Absorb)




Skill Chocobo Learned From Effect Range MP Use
Choco Cure All Recovers HP All sides and self 8
Choco Esuna Green Cures status ailments All sides and self 8
Choco Flame Black Fires projectile fireball at enemy 4 18
Choco Meteor Red Weakened version of Meteor 4 18
Choco Beak All Damages the foe slightly more than a regular attack 1 -
Choco Recharge White Recovers 34 MP to a nearby target 1 4
Choco Guard Brown Raises Defense/Magic Defense and bestows Regen. All sides and self 10
Choco Barrier All Casts Protect and Shell All sides and self 8

This article uses material from the "Chocobo Knight" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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