My first guide yay :D Anyway, today I’m here to explain to you the easiest ways of catching Legendaries without wasting your master balls. Also: This guide does not contain Rotom as it isn’t a legendary, and doesn’t really need a strategy at such a low level.
The Pokémon and their Moves:
Dialga |
Level 47 - Steel/Dragon |
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Notes: You don’t get a chance to heal - you’ll have battled Mars & Jupiter and Cyrus before you can battle this guy, and after Cyrus you don’t get any chance to leave. So be prepared. A Steel Pokémon works well here - Bronzong and Steelix will keep you safe if they’re at a high enough level. Try a not very effective move to damage it unless you risked it and brought a Kricketune (See below). It shouldn’t be too hard, have fun :O
Palkia |
Level 47 - Water/Dragon |
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Notes: You don’t get a chance to heal - you’ll have battled Mars & Jupiter and Cyrus before you can battle this guy, and after Cyrus you don’t get any chance to leave. So be prepared. Palkia’s type coverage is better - Empoleon is your best bet hands down, unless you don’t have one. Again, Kricketune if you risked it will help more than you expect. It shouldn’t be too hard, have fun :O
Uxie |
Level 50 - Psychic |
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Notes: The most defensive of the trio, if it uses Amnesia it’s best to only use physical attacks. Uxie will be driven in the ground if you use Spiritomb - Taunt and Dark Typing is the bane of the lake trio. Start of with Kricketune sing / false swiping until it’s on 1 HP, and then switch to Spiritomb and use Taunt. You’ve won full stop. WARNING: You will have to refresh Taunt when it ends, it doesn’t last forever unfortunately.
Mesprit |
Level 50 - Psychic |
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Notes: The balanced member of the trio, remember that it dishes out and takes quite well, but doesn’t have any stat boosters. Mesprit will run unless you use a mean looker - so unless you have one (or Wobbuffet) do small damage to it or throw Pokéballs at it when you see it.
Azelf |
Level 50 - Psychic |
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Notes: This is the most offensive member of the trio, and by far the hardest to capture thanks to it’s moveset. It might be better not to switch into Kricketune, if it wakes up and uses Uproar you are kinda stuffed. Spiritomb with Taunt is the bane of the lake trio, as I have said three times now. Just keep at it, and it’ll eventually give up.
Heatran |
Level 70 - Fire/Steel |
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Notes: This is one of the harder pokémon - except you now have access to the younger generation Pokémon. Grab a Flareon (high level) and you can only get hit by Iron Head, which is a not very effective move anyway. Just don’t attack it with Fire moves! (even though Flash Fire boosts it)
Regigigas |
Level 70 - Normal |
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Notes: WHAT IS THIS? (No points for saying Sparta) This is another Pokémon that is walled perfectly by a Taunt Spiritomb! It’s just an amazing pokémon, being immune to Normal, Fighting and Psychic! Do use Kricketune’s sing / false swipe option because Slow Start makes it useless for the first five turns.
Giratina |
Level 70 - Ghost/Dragon |
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Notes: Giratina is walled by Skarmory almost perfectly - its two Physical attacks are not very effective, and the attack which would’ve hurt (Earth Power) doesn’t effect at all. Just bring in a Skarmory and chip at it’s HP with a non-Normal move (is immune to False Swipe)
Cresselia |
Level 50 - Psychic |
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Notes: Another runner, Wobbuffet is your best bet - use Mirror Coat/Counter until the HP is extremely low then throw balls. Not much else to say here.
Event Pokémon
Darkrai |
Level 40 - Dark |
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Notes: Bring Honchkrow - Insomnia protects you, and is also not very effective versus Pursuit which is helpful. Not much to say here, it’s low level so it won’t pose much of a threat. If you expect you’re faster, use Taunt Spiritomb instead however - just keep remembering to refresh the Taunt.
Shaymin |
Level 30 - Grass |
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Notes: Very low level, how you can have problems with it is a bit confusing! Taunt Spiritomb eats this up very well again.
Arceus |
Level 80 - Normal |
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Notes: Again, Taunt Spiritomb will destroy this, no matter what level it is! Just remember to use taunt when it runs out, and hopefully from all it’s usage it’ll be higher level then Arceus and hopefully faster.
Synchronizers
Note: If you have no idea what Competitive Battling is, IVs are and Natures, you can quite happily skip this part.
You all know the second ability of the Synchronize is, right? In D/P, unless it’s against a running legendary, if a Pokémon with this ability is at the front of your team, there is a 50% chance of the wild Pokémon you see are that nature even if your Synchronizer has fainted. This is very useful. The best Synchronizers are:
- because you find Abra early on in game and can do a number of other things.- because both have an 100% chance of having Synchronize, just a bit harder to get.
- because it has an 100% chance of Synchronize, but is an event pokémon and hard to get in every useful nature.
Movesets
Note: Sometimes there are better versions of the Pokémon, but I’ll only put the easiest one to obtain (so no Breloom for Spore/falseslashing when Kricketune does it worse but easier to get) - Also, I’m not going to post movesets of specific counters (Skarmory for Giratina, Flareon for Heatran, etc.) This is just a personal opinion - I'm sure you'll all spend the next few months moaning in the comments about exactly why your moveset is better.
Alakazam |
[Synchronize] @ Focus Sash |
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Usefulness: Synchronizes the enemy, Trick focus sash onto the weaker ones (i.e. Shaymin/Darkrai) if you think you’re going to OHKO them. Future Sight so you can cause damage then switch out (very useful indeed) because it normally will switch out straight away, Psychic for some STAB if you need to stay in longer then two turns.
Spiritomb |
[Pressure] @ [whatever] |
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Usefulness: This Pokémon here is the backbone of walling loads of D/P legendaries - don’t overlook it. Nasty Plot will boost your SATK by loads, it’s worth considering about. Use STAB special moves to fill up your slots.
Kricketune |
[Swarm] @ [whatever] |
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Usefulness: This guy will sing, then can false swipe until the enemy is 1HP - STAB move and ATK raiser for filler, because that’s the best options. Sometimes you might want to Swords Dance before you False Swipe so you can do more damage with False Swipe.
Those three Pokémon will capture your legendaries quite easily, unless you need to use specific counters.
Oh Balls
Master Ball - If you’re using this, why are you using this guide?Ultra Ball - Standard, useful, only certain times when a ball beats it like...
Dusk Ball - Late at night or in a cave increases capture chance.
Timer Ball - When the game goes over 30 matches, it beats Ultra balls usefulness.
Quick Ball - use these for the first five turns for a quick capturing.
Page written by TCoZ.
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hurt azelf- you lose willpower to do any thing I caught uxie and giritina in timer balls it was hard to find giritina in turnback cave...