|Common Drop||Rare Drop||Common Steal||Rare Steal|
|Lv. 3 Key Sphere||Lv. 3 Key Sphere (x2)||Shining Gem||Supreme Gem|
This is the final bout with Seymour and he can definitely be challenging. Behind Seymour, there are four discs called Mortiphasms, that don’t attack and have four colored circles on them. The colored circle closest to Seymour will determine the level of spells he will cast on the party, as well as his elemental affinity. If there are one or two of the same element facing Seymour, then he will cast the tier 2 versions of spells (-ra), while three or four will cause him to cast the tier 3 versions (-ga). On each of his turns, Seymour will cast four spells on the party, one on each party member, with the fourth one being random.
Also mentioned already is how the discs will determine Seymour’s elemental affinity, with four meaning that he will absorb that element and being weak to the opposite element. Three matching discs will mean Seymour will just absorb that element, while two matching discs means he is immune to that element, and one disc will mean Seymour halves the damage from that element. So, no matter what, Seymour will take half damage from any element at any time, meaning magic might not be the best option for this battle. You can actually manually turn the discs, though, with physical attacks turning them rotating them counter-clockwise and magical ones turning them clockwise.
Of course, the Mortiphasms are out of range of melee attacks, so the only one who can hit it physically will be Wakka. There is no downside, for the most part, for buffing, so Yuna’s NulElement spells can be extremely useful in this fight. At the very beginning of the battle, Seymour will make it so four fire discs will line up with him, which means that he will take his first official turn casting four Firagas on the party. So, the first order of business will be to rotate one of the Mortiphasms to avoid that fourth -ga spell. Doing the elemental spells will be the majority of offense from Seymour during this battle.
Upon attacking Seymour six times, he will glow red and cast Dispel on the entire party. The second turn after the Dispel will have Seymour cast Ultima, which can deal a good amount of damage to the entire party, so make sure you have your health above 4,000 at all times. On the turn after Ultima, Seymour will make all four Mortiphasms turn to the same element, beginning the process from the beginning. Once his health gets low enough, this Dispel -> Ultima -> Mortiphasm thing will change from six attacks to just three attacks. It should be noted that Ultima is considered special damage here and not magical, so the only real way to reduce damahe is via an Aeon’s Shield command or by using Focus.
Speaking of Aeons, Seymour will not use Banish on them at all, so they are free reign in this battle. In fact, the elemental Aeons can be extremely useful here, since you can make it so they absorb the element Seymour will be using. If you want to do a little armor customization, it is possible to purchase a 4-slot piece of equipment from Wantz in Macalania Woods, then place the “Eater” abilities on them (20 of their respective Gem is needed for this). Seymour can deal a lot of damage out, but his script/method of attacking is a lot easier this time.