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Chocobo Knight
Moogle Chocobo Knight
Available for Races: Moogle
Ability Name: Chococraft
Weapons: All (range 2 or less)
Head Gear: Hats
Clothing: Light Armor
Can Equip Shields? No
"Chocobo Knights harness the innate abilities of their feathered mounts."
—Description

Chocobo Knight is a job in Final Fantasy Tactics A3, 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 if reraised or petrified, you will still lose your mounted Chocobo.

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 be equipped, but will 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 (e.g. 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. In order to capture a Chocobo, the Chocobo's HP must fall below Critical status. It can then be mounted by a Chocobo Knight. A Chocobo cannot be mounted if it is inflicted with any buffs (such as berserk) 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.

Regular attack and Choco Beak acts solely on attack power. Choco Meteor,Choco Cure and Choco Flame are affected by magic, and can be increased in power by staves such as the Heretic's Rod, but Choco Flame can also be somewhat affected by the weapon's attack power. It is also good to know that Choco Flame ignores target's resistance.

Job RequirementsEdit

  • To Use: Master 2 Animist A-Abilities

EquipmentEdit

Weapons Head Body Equip Shields?
All (range 2 or less) Hats Light Armor No

Stats and Growth ValuesEdit

Unit Move Jump HP MP Speed Attack Defense Magick Resistance Weak
Chocobo Knight 3 2 74/5 9/1 65/99% 65/6 72/7 69/6 69/7
Rider 3 2 74/5 9/1 65/99% 90/6 72/7 69/6 59/7 Water, Lightning, Holy
Red Rider 4 3 74/5 9/1 65/99% 93/6 72/7 69/6 64/7 Water, Lightning, Holy
Black Rider 4 1* 74/5 9/1 65/99% 93/6 72/7 69/6 64/7 Water, Lightning, Holy
Green Rider 6 3 74/5 9/1 65/99% 93/6 72/7 69/6 69/7 Water, Lightning, Holy
Brown Rider 4 3 74/5 9/1 65/99% 93/6 72/7 69/6 69/7 Water, Lightning, Holy
White Rider 5 3 74/5 9/1 65/99% 100/6 72/7 69/6 69/7 Water, Lightning, Holy
*The Black Rider is a flying unit, so its Jump stat is irrelevant.

AbilitiesEdit

The CHOCOBO KNIGHT has the powers of mount at his command.

ChococraftEdit

Skill Chocobo Learned From Effect Range MP cost
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

GalleryEdit

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