Seymour Omnis

The final battle with Maester Seymour Guado is staged within Sin, where Seymour has abandoned his plan of becoming Sin in favour of learning to control Sin in his megalomaniacal effort to purify Spira.

Seymour's form is similar to Natus, only transparent with a shimmering, inhuman glow. There are no tricks this time, no surprise special moves that Seymour will suddenly wipe out the party with. This is purely a magic battle, and Seymour is clearly dominant.

He is hovering in the air infront of four huge disks called Mortiphasms. As each disk rotates, a coloured section will face the side closest to Seymour; these will determine which 4 level-three spells he will cast at the party each turn. If each colour is the same, the spells will have increased power. Seymour's magical weakness is determined by whichever side is furthest away from him when he is attacking. After each attack, the disks will rotate so a new spell is used. As the disks are all facing the same way at the beginning of the battle, one of the first actions should be to forcibly rotate one by physically attacking it, this will prevent a barrage of very powerful spells being cast one after the other. Physically attacking a Mortiphasm will cause it to rotate to the left, and using magic on a Mortiphasm will cause it to rotate to the right. However, the Mortiphasms, unlike Seymour, are out of reach, so only Wakka can attack them physically.

After six rounds, Seymour will begin casting multi-Dispel and then following with Ultima. With no way of reducing the damage, it can potentially do over 4,000 damage to all characters. By this point, Lulu should know Doublecast, and Yuna will have obtained Holy; both can be used to great effect against Omnis.

As usual, Seymour will Banish any Aeon who faces him; but there will still be time for one attack (which should always be an Overdrive). However, he will not banish Anima if it is summoned and will attack it like he would a regular party member.