Final Fantasy X / X-2 - Seymour Omnis Boss Guide

A boss guide for Seymour Omnis in Final Fantasy X including the boss' stats, attacks, and strategies for defeating him.

FFX Seymour Omnis Boss Guide

Seymour Omnis Boss Information

Stats

HP 80,000 (15,000 Overkill)
MP 999
Strength 20
Magic 35
Defense / Magic Defense 180 / 100
Agility 40
Accuracy 0
Evasion 1
Luck 20
AP 24,000 (36,000 Overkill)
Gil 12,000
Weakness Varies
Strong Against Varies
Absorbs Varies
Immunity Silence, Sleep, Darkness, Poison, Petrify, Slow, Zombie, Power Break, Magic Break, Threaten, Death, Provoke, Doom, Demi, Delay, Berserk, Capture
Location Encountered Inside Sin

Items

Steal Shining Gem, Supreme Gem
Drop Lv.3 Key Sphere, Auron and Kimahri weapon (Magic +20%), Armor (SOS Shell, SOS Protect, SOS Haste)

Attacks

1) Level 1 Elemental Magic

A basic elemental spell that damages a single target.

2) Level 2 Elemental Magic

A stronger elemental spell that damages a single target.

3) Level 3 Elemental Magic

FFX Seymour Omnis Boss Guide

An even stronger elemental spell that damages a single target.

4) Dispel

FFX Seymour Omnis Boss Guide

Removes all positive status effects from the entire party. Is cast before using Ultima.

5) Ultima

FFX Seymour Omnis Boss Guide

A special non-elemental attack that damages the entire party. Is cast after using Dispel.

Strategy

How to Defeat Seymour Omnis

Seymour’s magic attacks and current elemental affinity can be determined by the Mortiphasms surrounding him during the fight. Pay attention to the four innermost symbols around Seymour to know how he will attack and how the various elemental spells affect him when he is hit by them.

Mortiphasm Pattern Seymour’s Behavior and Attributes
Four discs of the same color Seymour will cast an -aga spell of the indicated element four times.  He will be weak to its opposite element. He absorbs the primary element.
Three discs of the same color Seymour will cast an -aga spell of the indicated element three times, then cast an -ara spell of the last element. He absorbs the primary element.
Two discs of the same color Seymour will cast an -ara spell of the indicated element three times, then cast an -ara spell for each of the different elements. He is immune to the primary element.
One disc of a color Seymour will cast an -ara spell for each element indicated by the discs.

You can turn the Mortiphasms by attacking them to prevent Seymour from being able to match symbols and unleash a barrage of -aga spells. Note that the Mortiphasms can only be hit from afar, so Wakka’s ranged physical attacks and magic spells are needed to damage them. When hit by a physical attack, the Mortiphasms will turn counter-clockwise. Damaged by a spell, the Mortphasms will turn clockwise.

Equipping Lulu with Phantom Bangle, Yuna with Phantom Ring, and Rikku with Victorious gives you elemental protection against almost all of his attacks, save for Ultima. Casting Hastega gives you a temporary speed advantage to burst Seymour down before he dispels it.

Lower Seymour’s vulnerability to elemental spells by having Auron attack with Mental Break before Lulu bursts him down with magic. You can doublecast spells according to his current elemental weakness, though be ready to heal damage after Seymour casts level 3 elemental magic four times. Holy is also good for taking out a good chunk of Seymour’s HP throughout the fight.

Pairing Seymour’s current elemental affinity with a summoned aeon allows you to absorb damage. You can also summon one with his current elemental weakness to use its Overdrive. Since Seymour starts the fight off with fire affinity, you can call out Shiva and attack with Diamond Dust to do massive damage.

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