Ah, of course. 'Protect the summoner even at the cost of one's life'. The Code of the Guardian. How admirable. Well, if you're offering your lives, I will have to take them.Seymour
Seymour is a boss in Final Fantasy X, fought at Macalania Temple shortly after Yuna receives her fourth aeon. The battle is fought in three segments, with the second one against his summoned aeon Anima.
He looks the same as when he was a guest party member during Operation Mi'ihen, but lacks his staff and does not use his Overdrive, Requiem. This is the first of four recurring boss battles against Seymour, the other three being Seymour Natus, Seymour Flux, and Seymour Omnis.
Seymour is flanked by two of his Guado Guardians; their first action is to cast Protect on themselves, while Seymour casts Shell on himself. The Guards will cover Seymour from physical attacks, and due to their Protect status the party cannot inflict much damage on them with physical attacks. They cannot cover magic, but Seymour will not take much damage from magic due to his Shell status. The Guards will use Hi-Potions whenever they take damage. They will also throw Confuse-inducing Shremedies at the party.
After his HP drops to 3,000, Seymour will summon his aeon, Anima. Any living Guado Guardians will be killed. After Anima is defeated, Seymour has returned to full health and his magic power is raised, his spells dealing increased damage. Seymour varies his spells, which he casts twice in one turn. He uses Blizzaga, Thundaga, Waterga and Firaga on any aeons still standing, but may heal the aeon if it absorbs the element of Seymour's spell.
If the player defeats Seymour with the first spell of a Doublecast, and the second deals 6,000 or more damage, Seymour won't summon Anima and the game will glitch. Instead, the player is stuck in a never-ending battle where Seymour isn't selectable as a target anymore and won't act as he is KO'd yet still present in the battlefield.
Seymour's increased magic power after dismissing Anima comes as the result of two factors. The first is a direct increase in his Magic stat from 25 to 32; the effect of this can be seen on both his -ra and -ga spells. The second is that the multi versions of his spells are inherently around 60% more powerful than his single versions. This makes his second phase spells over 140% more powerful. The -ga spells, which are affected by the increased Magic stat, but are not inherently more powerful in the second phase, only increase in damage by about 45%. Although it has no impact on gameplay due to characters being unable to have armored status, the multi versions of the spells are not considered Piercing attacks. This is extremely rare for non-physical damage.
Using Dispel or Ixion's Aerospark can counteract Seymour's Shell status. The Guards will use Hi-Potions whenever they are hit with a physical attack, but using Rikku to steal these will prevent this action. Stone Breath from Kimahri defeats them instantly. Threaten renders the guardians unable to act.
Using Yuna's Nul spells or Reflect helps negate damage from Seymour's elemental spells. Because he always uses them in the same order, the player can anticipate his next move and use the corresponding Nul spell accordingly. Auron's Magic Break reduces the effect of Seymour's spells slightly. Tidus's Haste can speed up the party members.