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This was done on Version 2.3. NRI - No Regular Items. ie, no accessing the or Quick Pockets commands inside or outside battle. Also, no Auto Phoenix/Med/Potion armor abilities. Use command and Mix ovedrive are allowed. NS - No Summons. You can't summon except when forced to. (Exceptions: Forced Garuda battle in Besaid, forced fights against Isaaru.) NDG - No Dropped Gear (from bosses). NTNGNFB - No Threaten, No Gravity attacks, No "Full Break" Skill. NNE - No [No Encounters] auto-ability. NTQ - No Trio of 9999/Quartet of 9 Mixes. Alongside with those restrictions, I will also do a progression lock where you will not be allowed to do postgame stuffs (Cavern of the Stolen Fayth and beyond) before beating BFA & Yu Yevon. This is to ensure BFA is at its intended difficulties. Just lile the first Seymour fight, the main difficulty for this fight is to survive the first couple of moves, having No Threathen once again is very detrimental here. However, now that we have full access to SOS Nulls, we're gonna take full advantage of that. Before we begin the battle, I had Tidus and Rikku on SOS HP to start the fight with SOS NulFrost immediately. It took some time to setup in the random encounters, and I also lost some Tidus and Lulu's MP as a result, but it's definitely worth it to make this consistent. Now let's get in to the fight itself. Our main goal is to set up with the following before we begin the offensive: 1. Seymour slowed, could be done at the start of the battle 2. Everyone Hasted 3. Yuna talked to Seymour for the increased Agility 4. Seymour Magic Broken 5. Yuna, Lulu, and Auron with Shell + 5x Focuses That's a lot to set up, and we definitely won't have enough time before Seymour's first Penta moves, which is where Tidus and Rikku's SOS Nulls came into play, both of them will ensure our survivability for the first 2 turns. 2 Seymour's turns are more than enough time to setup Yuna, Lulu, and Auron with Shell + 5x Focuses, combined with elemental wards you will comfortably survive Seymour's Penta Spells. How about the Mortibody? We can ignore the first 3 turns from it, which is Shell, Protect, and Esuna. The Esuna is actually great for us since we can Slow Seymour again and further delay his turns, giving us more time to setup. After the first 3 turns though, we need to Blind and Silence it pretty much on every opportunity to avoid Power/Mental Break, and most importantly to avoid the Morti cured Seymour's Slow or worse, Hasting him. Once we're all set up, we could begin the offensive, and I found it easier to just attack the Mortibody and ignore Seymour. He will counter your every attack with Demi, and the Cheers/Focuses/Reflexes from the Mortibody is very annoying too. When Armor Broken, a single attack from Auron (with a couple of Cheers) can one shot the Mortibody, while Lulu's ra-spells + 1x Poison tick will kill it. Seymour's second and third phases wasn't really that impressive, Death and Break while annoying could be blocked by the Proofs, and even without it, just sacrifice Rikku, Kimahri, or Wakka or anyone other than the main Penta-Spells party. Lancet is very meh either when you know it's coming.