![]() Casting Hastega or using items or Mixes that grant Haste to the party are useful, however, Seymour may Dispel this, so the player would need to reapply it. Holy and doublecasting elemental spells that target Seymour's weakness are also effective, although the latter will only work if the player doesn't attack the Mortiphasms. Seymour Omnis has high Defense and Magic Defense, so using Armor Break and Mental Break will make the battle easier. With one disc rotated, using Nul-spells will negate all three of Seymour's -ga spells, leaving just the lone -ra spell. The Mortiphasms, unlike Seymour, are out of range of melee attacks, so only Wakka can attack them physically. Physically attacking a Mortiphasm will rotate it counter-clockwise, and using magic will rotate it clockwise. This persists across all versions of the game.īecause the battle opens with the fire element on all four Mortiphasms facing Seymour, one of the first actions should be to rotate one. This can even lead to a situation where he is both resistant and immune to Fire. It can still be reduced by an aeon's Shield and/or the Focus ability.ĭue to a minor glitch, when Seymour Omnis is aligned with two Water elements, he becomes immune to Fire rather than Water. This is somewhat made up for by Seymour Omnis's Ultima dealing special damage rather than magical damage, rendering most protective measures useless. ![]() It is somewhat weaker, having a damage constant of 64 instead of 70 the damage is only about 89.4% of what a normal Ultima spell at 35 magic would be. Seymour Omnis's version of Ultima is different from most Ultima spells in Final Fantasy X. When he uses Ultima, it is increased again, but only to 150. Seymour will no longer banish aeons like he did in the previous two encounters, and remarks that even his mother opposes him if Yuna summons Anima.Īlthough Seymour Omnis's Defense is initially 180, it is reduced to 100 whenever he casts Dispel. Multiple counterattacks can occur during a single one of Seymour Omnis's turns, so long as his spells deal damage or are blocked by Nul-spells. Counterattacks and reflected spells count towards Seymour being attacked. Once Seymour Omnis falls below 20,000 HP, he will do this after only three attacks. He then rotates the Mortiphasms so that all four match the next element listed above, and continues with his previous strategy. He will cast Dispel on the party, and on his next turn cast Ultima that can potentially exceed 4,000 damage. Once Seymour Omnis is attacked six times, he will glow red, indicating his change of strategy. One matching disc halves damage Seymour takes from the corresponding element. ![]() Two matching discs immunize Seymour to the corresponding element.Three matching discs allow Seymour to absorb the corresponding element. ![]() Four matching discs allow Seymour to absorb the corresponding element, but render him weak to the opposing element.The Mortiphasms govern Seymour Omnis's elemental attributes: The spells' strength is also determined by how many of the same color are facing Seymour: if 1~2 elements are aligned, Seymour will cast -ra spells of those elements, and if 3~4 elements are aligned, he will cast -ga spells. The spells used are determined by which colored section on each disc is closest to Seymour: orange for fire-elemental, purple for ice-elemental, blue for water-elemental, and yellow for lightning-elemental. On his turn, he will cast four elemental spells in succession on the player party, targeting each party member once and a random party member for the fourth spell if any party members are KO'd, Seymour will only cast 2~3 spells. Seymour Omnis hovers in front of four large discs called Mortiphasms. Fira, Thundara, Blizzara, Watera, Firaga, Thundaga, Blizzaga, Waterga, Dispel, Ultima Battle ![]()
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