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Seymour (Final Fantasy X boss)

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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 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.


Final Fantasy X enemy stats
#076#077 #078
Location Monster Arena Species Other information
Macalania Temple Does not appear Humanoid N/A
Sensor description Scan description
Casts ice, lightning, water, and fire in succession.
HP MP Strength Magic Defense Magic Defense
6,000 (1,400) 100 20 25/32 1 25
Agility Accuracy Evasion Luck AP (Overkill) Gil
20 100/0 0 15 2,000 (3,000) 5,000
Elemental affinities
Fire Ice Lightning Water Holy
- - - - -
Statuses and immunities
Silence Sleep Darkness Poison (25%Percentage of maximum HP removed each turn) Petrify Slow Zombie Power Break
Immune Immune Immune 40 Immune 0 Immune Immune
Magic Break Armor Break Mental Break Threaten Death Provoke Doom Nul
0 0 0 Immune Immune Immune Immune 0
Shell Protect Reflect Haste Demi Regen Distill Sensor
0 0 0 0 Immune 0 0 0
Scan Bribe Delay Zanmato Berserk Capture Physical Magical
0 0 Immune Lv. 4 0 Immune 0 0
Common steal (75%) Rare steal (25%) Common drop (87.5%) Rare drop (12.5%)
Turbo Ether Elixir Blk Magic Sphere x1Overkill: x2 Special Sphere x1Overkill: x2
Equipment drop (100%) Weapon abilities Armor abilities Bribe
2-4 slots, 1-2 abilities Piercing, Silencestrike Silenceproof None
Abilities Ronso Rage
Shell, Fira, Thundara, Watera, Blizzara, Firaga, Thundaga, Waterga, Blizzaga, Multi-Fira, Multi-Thundara, Multi-Watera, Multi-Blizzara None


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.


Using Dispel or Ixion's 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 or Reflect will help negate damage from Seymour's elemental spells. Using Auron's Magic Break will reduce the effect of his spells slightly.



  • 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.
  • Seymour's staff is absent during the battle.

Related enemiesEdit

Final Fantasy XEdit

Final Fantasy X-2Edit