FFX

How to beat Seymour Tips and Guide

★ Game8's Final Fantasy XIV Dawntrail Wiki is now live!

Final Fantasy X How to beat Seymour

This is a walkthrough for the boss fight Seymour from the game Final Fantasy X (FF 10, FF X). Read on for tips and strategy about how to beat Seymour , including Seymour's stats and other useful information.

Seymour & Guado Basic Information

Seymour Basic Information

Name Seymour
HP(Overkill) 6000(1400) MP 100
AP(Overkill) 2000(3000) Gil 5000
Drop
(7/8)
Blk Magic Sphere 1 (2) Drop
(1/8)
Special Sphere 1 (2)
steal
(3/4)
Turbo Ether 1 Steal
(1/4)
Elixir 1
Abilities
Multi-Blizzara Multi-Thundara
Multi-Watera Multi-Fira
Watera Thundara
Blizzara Fira
Thundaga Firaga
Waterga Blizzaga
Shell

Seymour Stats

Srength 20 Agility 20
Defense 1 Luck 15
Magic 25 Evasion 0
Magic Defense 25 Accuracy 100

Seymour Elemental Resistances

Fire Lightning Water Ice Holy
100% 100% 100% 100% 100%

Seymour Status Resistances

Sleep Silence Darkness
GUARD GUARD GUARD
Poison Petrify Slow
40 GUARD 0
Zombie Power Break Magic Break
GUARD GUARD 50
Armor Break Mental Break Threaten
0 0 GUARD
Death Provoke Doom
GUARD GUARD GUARD
Distill Sensor Scan
0 0 0
Gravity Delay Eject
GUARD GUARD GUARD
Zanmato Lv.
4

Seymour Equipment Ability Drops

Weapon & Armor slots2-4
Weapon and Armor Ability Drops1-2
Weapon Ability Drops
Piercing Silence Strike
Armor Ability Drops
Silence Proof

Weapon & Armor Slots Drops depicts the amount of possible slots the enemy's equipment drops will have while the Ability Drops depicts the possible amount of abilities the dropped weapon may have.

Guado Guardian's Basic Informatino

Guado Guardian (Seymour's Guards) Basic Information

Name Guado Guardian (Seymour's Guards)
HP(Overkill) 2000(2000) MP 10
AP(Overkill) 290(435) Gil 300
Drop
(7/8)
Ability Sphere 1 (2) Drop
(1/8)
Ability Sphere 1 (2)
steal
(3/4)
Hi-Potion 1 Steal
(1/4)
Ether 1
Abilities
Auto-Potion Shremedy
Blizzard Protect
Hi-Potion Remedy

Guado Guardian (Seymour's Guards) Stats

Srength 10 Agility 12
Defense 1 Luck 15
Magic 15 Evasion 0
Magic Defense 1 Accuracy 100

Guado Guardian (Seymour's Guards) Elemental Resistances

Fire Lightning Water Ice Holy
100% 100% 100% 100% 100%

Guado Guardian (Seymour's Guards) Status Resistances

Sleep Silence Darkness
GUARD 20 0
Poison Petrify Slow
0 0 0
Zombie Power Break Magic Break
0 0 0
Armor Break Mental Break Threaten
0 0 0
Death Provoke Doom
10 GUARD GUARD
Distill Sensor Scan
0 0 0
Gravity Delay Eject
0 0 0
Zanmato Lv.
4

Guado Guardian (Seymour's Guards) Equipment Ability Drops

Weapon & Armor slots1-3
Weapon and Armor Ability Drops1-3
Weapon Ability Drops
Sensor Piercing
Strength + 3% Strength + 5%
Magic + 3% Magic + 5%
Armor Ability Drops
Magic Defense + 3% HP + 5%
MP + 5%

Weapon & Armor Slots Drops depicts the amount of possible slots the enemy's equipment drops will have while the Ability Drops depicts the possible amount of abilities the dropped weapon may have.

Seymour Boss Battle Guide

Phase 1 Details

Seymour Boss Battle
Seymour will be protected by the Guado Guardians when attacked physically. These guardians will then use auto-potion to get rid of the damage dealt to them.

Phase 1 Moveset

FFX Seymour talk

Guado Guardian Moves
Shremedy Inflicts confuse to it's target.
Auto Potion Automatically uses a Hi-Potion to when damaged.
Cover Guards Seymour when a physical attack is used.
Shell Reduces magic damage taken (used at the beginning of the fight).
Tier 2 Black Magic Spells uses the 4 mid-tier black magics.

Phase 1 Strategy

FFX Kimahri Stone Breath Guado Guardian
The Guado Guardians will protect Seymour so its critical to remove them from the battle first. They can be defeated in 3 ways. These are:

  • Kimahri's Stonebreath- The guardians will shatter after getting petrified.
  • Aeon Overdrive - Aeons have enough damage to kill the Guardians in one hit not letting them heal themselves with Auto-potion.
  • Steal - Stealing from the Guado Guardians will prevent them from using the Auto-potion ability.

Once the Guado Guardians are down, use Yuna's Nul elements to render Seymour's magics useless or just keep on attacking him to go to the 2nd battle.

Phase 2 Details

Seymour will return to full health after the battle with Anima. If an Aeon was used to beat Anima, that Aeon will still be here to continue the fight.

Phase 2 Moveset

FFX Seymour battle 2

Tier 3 Black Magic Spells Seymour will now use tier 3 black magic spells in addition to his tier 2 spells.
Tier 2 Black Magic Spells uses the 4 mid-tier black magics.

Seymour's magic stat is also higher during phase 2 which will make his tier 2 spells hit harder.

Phase 2 Strategy

Keep on Attacking Seymour to end the battle. Use the Aeons Black magic element on itself to heal it when necessary.

Final Fantasy X - Related Articles

Main Story Bosses
Sinspawn: Ammes Geosgaeno
Klikk Tros
Kimahri Sin(Fin)
Sinspawn:Echuilles LordOchu
Sinspawn:Geneaux Oblitzerator
Chocobo Eater Sinspawn: Gui
Extractor Spherimorph
Crawler Seymour
Anima Wendigo
Evrae Altana Evrae
Seymour: Natus Defender X
Biran Ronso Yenke Ronso
Seymour Flux Sanctuary Keeper
Spectral Keeper Yunalesca
Sin Core Sin
Seymour Omnis Braska's Final Aeon
Yu Yevon
Arena Area Conquest Monsters
Stratoavis Malboro Menace
Kottos Coeurlregina
Jormungand Cactuar King
Espada Abyss Worm
Chimerageist Don Tonberry
Catoblepas Abaddon
Vorban
Omega Dungeon
Ultima Weapon Omega Weapon
Arena Species Conquest Monsters
Fenrir Ornitholestes
Pteryx Hornet
Vidatu One-Eye
Jumbo Flan Nega Elemental
Tanket Fafnir
Sleep Sprout Bomb King
Juggernaut Ironclad
Arena Original Monsters
Earth Eater Greater Sphere
Catastrophe Th'uban
Neslug Ultima Buster
Shinryu Nemesis
Dark Aeons and Penance
Dark Valefor Dark Ifrit
Dark Ixion Dark Shiva
Dark Bahamut Dark Yojimbo
Dark Anima Dark Cindy
Dark Sandy Dark Mindy
Penance

Author

    Walkthrough Menu

    news questionnaire

    All rights reserved