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This is a walkthrough for the boss fight Seymour Flux from the game Final Fantasy X (FF 10, FF X). Read on for tips and strategy about how to beat Seymour Flux , including Seymour Flux 's stats and other useful information.
List of Contents
Name | Seymour Flux | ||
---|---|---|---|
HP(Overkill) | 70000(3500) | MP | 512 |
AP(Overkill) | 10000(15000) | Gil | 6000 |
Drop (7/8) | Lv. 4 Key Sphere | Drop (1/8) | Lv. 4 Key Sphere |
steal (3/4) | Elixir 1 | Steal (1/4) | Elixir 1 |
Abilities | Banish | Lance of Atrophy | |
Reflect | Flare | ||
Protect | Dispell (All) | ||
Srength | 30 | Agility | 38 |
---|---|---|---|
Defense | 40 | Luck | 15 |
Magic | 15 | Evasion | 0 |
Magic Defense | 40 | Accuracy | 100 |
Fire | Lightning | Water | Ice | Holy |
---|---|---|---|---|
100% | 100% | 100% | 100% | 100% |
Sleep | Silence | Darkness |
---|---|---|
GUARD | 50 | GUARD |
Poison | Petrify | Slow |
90 | GUARD | GUARD |
Zombie | Power Break | Magic Break |
GUARD | GUARD | GUARD |
Armor Break | Mental Break | Threaten |
GUARD | GUARD | GUARD |
Death | Provoke | Doom |
GUARD | GUARD | GUARD |
Distill | Sensor | Scan |
0 | 0 | 0 |
Gravity | Delay | Eject |
GUARD | GUARD | GUARD |
Zanmato Lv. | ||
4 |
Weapon & Armor slots | 2-4 |
---|---|
Weapon and Armor Ability Drops | 1-2 |
Weapon Ability Drops | |
Piercing | Dark Strike |
Armor Ability Drops | |
SOS Shell |
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.
Name | Mortiorchis | ||
---|---|---|---|
HP(Overkill) | 4000 | MP | 512 |
AP(Overkill) | - | Gil | - |
Drop (7/8) | - | Drop (1/8) | - |
steal (3/4) | - | Steal (1/4) | - |
Abilities | |||
none |
Srength | 40 | Agility | 38 |
---|---|---|---|
Defense | 100 | Luck | 15 |
Magic | 40 | Evasion | 0 |
Magic Defense | 1 | Accuracy | 100 |
Fire | Lightning | Water | Ice | Holy |
---|---|---|---|---|
100% | 100% | 100% | 100% | 100% |
Sleep | Silence | Darkness |
---|---|---|
GUARD | GUARD | GUARD |
Poison | Petrify | Slow |
GUARD | GUARD | GUARD |
Zombie | Power Break | Magic Break |
GUARD | GUARD | GUARD |
Armor Break | Mental Break | Threaten |
GUARD | GUARD | GUARD |
Death | Provoke | Doom |
GUARD | GUARD | GUARD |
Distill | Sensor | Scan |
0 | 0 | 0 |
Gravity | Delay | Eject |
GUARD | GUARD | GUARD |
Zanmato Lv. | ||
4 |
Mortiorchis does not drop any equipments.
Similar to his 2nd battle, Seymour Flux has 3 phases with varying moves. Learning what to do during each phases is the key to victory.
Overdrives | All Aeon's Overdrive Should be Ready. |
---|---|
Items | Holy Water or Remedies |
Magics | Bio |
Mortiorchis | |
---|---|
Full Life (Phase 1) |
Revives its target to full health Mortiorchis will use this against targets with the Zombie status to inflict instant death. |
Cross Cleave (Phase 1) |
Damages the whole party and inflicts delay. |
(Slowga) | Slows all enemies |
Mortibsorption | Drains HP from Seymour equal to its max HP when its HP falls below 0. It's Max Hp gets reduced by 1000 whenever it dies. |
Total Annihilation | Deals Massive damage to the whole party. Seymour will be idle for several turns before this move is used. |
Seymour | |
---|---|
Lance of Atrophy (phase 1) |
Damages its target and inflicts zombie. |
Banish | Ejects its target only used against Aeons. |
Dispel | Removes positive status effects on its target. |
Flare (phase 2) |
Deals massive damage to its target uses on itself when it has reflect up to bounce it to your party. |
Reflect (phase 2) |
Reflects all magics except Dispel and Ultima. |
Protect | Reduces physical damage taken. |
Make Lulu use Bio on Seymour (extremely important). Don't buff your team yet, Seymour will use the Lance of Atrophy Full-Life combo to instantly kill one member. If your characters are fast enough, use Holy Water to remove the zombie status then buff your team. If not,revive the fallen character then bring out Tidus for Hastega.
When seymour dispels your party, Seymour will use Cross Cleave. It severely damages the team and inflicts delay. Have everyone use guard when Seymour's turn is about to come to survive the damage. Do not reapply buffs, guard instead.
Seymour will cast Reflect on himself, Mortiorchis will then use Flare on Seymour to bounce it back to your party. Mortiorchis will keep using Flare unless Seymour charges for Total Annihilation. use Yuna's Dispel to remove the reflect and make Mortiorchis use Flare on Seymour damaging him instead. Keep on hacking away at Seymour until he switches to Phase 3.
Seymour's Strongest move will be used during Phase 3. It will be used after Seymour Charges up. Bring out your most durable characters then use Kimahri's Mighty Guard(obtained from Biran) to survive the damage. If everyone dies despite the protection then grinding for more stats will be necessary.
Another way is to use haste on Yuna then summon your Aeons. Seymour will delay Total Annihilation to banish the Aeon everytime they're summoned. A goodway to use this strategy is if all Aeons' Overdrive are maxed out. Summon the Aeon, use its overdrive, then let Seymour Banish it. Repeat this for all the other Aeons until Seymour falls.
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 |
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I haven’t tested it yet, but it seems that if you use Yojimbo’s overdrive, it one shots him