
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.

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