Stats[edit | edit source]
Battle[edit | edit source]
The Mortibody starts a round by casting a basic elemental spell on the party. Seymour will follow with a Doublecast of that spell's -ra version.
When Seymour's HP drops past 24,000, he will start using Break on one character. Mortibody will attack with Shattering Claw, and if the Break status is active and it targets that character, they will shatter and the active party will be down to two members. When Seymour falls below 12,000 HP, Mortibody will start casting Cura on him.
If Mortibody is KO'd, it will regenerate by absorbing HP from Seymour—first 4,000, then 3,000, 2,000, and finally 1,000 HP each time after that. If the Mortibody is defeated, it will use Mortibsorption, draining HP from Seymour Natus to regenerate to its next amount of HP (first, 4,000, then 3,000, to 2,000, and finally down to absorbing 1,000 HP each time). Mortibody will keep doing this, even if it kills Seymour.
Mortibody has a dummied attack called "Magic Re-Enabled" that heals 1000 HP and cures Silence.
Strategy[edit | edit source]
NulElement is ineffective without Haste, which can let the NulElements take effect after Mortibody attacks. They may also trigger Desperado, forcing the party to reapply status enhancements.
Putting Reflect on Seymour can bounce Curas back to the party.
If using single-target attacks, it's better to focus on Seymour. Summoning an aeon that has a full Overdrive can inflict massive damage, especially thanks to Mortibsorption. However, long-term use of an aeon is not possible in this battle due to Banish. The player can fill up the aeons' Overdrives before the battle and then summon them one by one.