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Seymour (Final Fantasy X Boss)

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Seymour
シーモア (Shīmoa?)
Seymour-enemy-ffx
Humanoid
Statistics
HP Overkill MP
6,000 1,400 100
Strength Magic Defense
20 25/32 1
Magic Defense Agility Accuracy
25 20 100/0
Evasion Luck
0 15
AP (Overkill) Gil
2,000 (4,000) 5,000
Elemental affinities
Fire Ice Lightning Water Holy
- - - - -
Statuses and immunities
Silence Sleep Darkness Poison (25%Percentage of maximum HP removed each turn)
Immune Immune Immune 40
Petrify Slow Zombie Power Break Magic Break
Immune 0 Immune Immune 50
Armor Break Mental Break Threaten Death Provoke
0 0 Immune Immune Immune
Doom Nul Shell Protect Reflect
Immune 0 0 0 0
Haste Demi Regen Distill Sensor
0 Immune 0 0 0
Scan Bribe Delay Eject Zanmato
0 0 Immune Immune

]

Lv. 4
Berserk Capture Physical Magical
0 Immune 0 0
Sensor Casts ice, lightning, water, and fire in succession.
Scan None
Location Macalania Temple
Monster Arena Does not appear
Common Steal (75%) Turbo Ether
Rare Steal (25%) Elixir
Common Drop (87.5%) Blk Magic Sphere x1Overkill: x2
Rare Drop (12.5%) Special Sphere x1Overkill: x2
Equipment Drop (25%) 2-4 slots, 1-2 abilities
Weapon Abilities Piercing, Silencestrike
Armor Abilities Silenceproof
Bribe None
Abilities Shell, Fira, Thundara, Watera, Blizzara, Firaga, Thundaga, Waterga, Blizzaga, Multi-Fira, Multi-Thundara, Multi-Watera, Multi-Blizzara
Ronso Rage None
Ah, of course. 'Protect the summoner even at the cost of one's life'. The Code of the Guardian. How admirable. Well, if you're offering your lives, I will have to take them.
—Seymour
See also: Seymour Guado

Seymour is a boss in Final Fantasy X, fought at Macalania Temple shortly after Yuna receives her fourth aeon. The battle is fought in three segments, with the second one against his summoned aeon Anima.

This is the first of four recurring boss battles against Seymour, the other three being Seymour Natus, Seymour Flux, and Seymour Omnis.

BattleEdit

See also: Anima (Final Fantasy X Boss)

At the start of the battle, Yuna, Tidus and Wakka can talk to Seymour using the Trigger Commands. Doing this will raise Tidus's Strength and Yuna's and Wakka's Magic Defense.

Seymour is flanked by two of his Guado Guardians; their first action is to cast Protect on themselves, while Seymour casts Shell on himself. The Guards will cover Seymour from physical attacks, and due to their Protect status the party cannot inflict much damage on them with physical attacks. They cannot cover magic, but Seymour will not take much damage from magic due to his Shell status. The Guards will use Hi-Potions whenever they are hit with a physical attack. They will also throw Confuse-inducing Shremedies at the party.

Seymour will cast spells at the active party in the following order: Blizzard, Thunder, Water and Fire.

After his HP drops to 3,000, Seymour will summon his aeon, Anima. After Anima is defeated, Seymour will have returned to full health and his Magic power will be raised. Seymour will vary his spells which he casts twice in one turn. He will use Blizzaga, Thundaga, Waterga and Firaga on any aeons still standing, but may heal the aeon if it absorbs the element of Seymour's spell.

Seymour's Requiem Overdrive, which he had as a playable character in the battle against Sinspawn Gui, is not used by Seymour, nor is it implied he has access to it.

StrategyEdit

Using Ixion, Aerospark might counteract Seymour's Shell status. The Guards will use Hi-Potions whenever they are hit with a physical attack, but using Rikku to steal these will prevent this action. Stone Breath from Kimahri will kill them instantly. Threaten is also an effective way to deal with the guardians, since they are unable to act while its effect is on.

Using Yuna's Nul spells will help negate damage from Seymour's elemental spells. Using Auron's Magic Break will reduce the effect of his spells slightly.

GalleryEdit

TriviaEdit

  • Seymour's increased magic power after dismissing Anima actually comes as the result of not one, but two factors. The first is a direct increase in his magic stat from 25 to 32; the effect of this can be seen on both his -ra and -ga spells. The second is that the Multi versions of his spells are inherently around 60% more powerful than his single versions. The combined effect of these results in the second-phase spells being over 140% more powerful. The -ga spells, which are affected by the increased magic stat but are not inherently more powerful in the second phase, only increase in damage by about 45%.
    • Interestingly though, although it has no impact on gameplay due to characters being unable to have armored status, the multi versions of the spells are not considered Piercing attacks. This is extremely rare for non-physical damage.

Related EnemiesEdit

Final Fantasy XEdit

Final Fantasy X-2Edit

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