This is a guide I previously wrote on catching the legendaries in
Pokemon: Diamond/Pearl. I am re-posting and updating it here in the appropriate forum, and I hope someone finds it useful.
Things in italics I still need to test out.
Note: This is the guide for those of you whom
don't clone Master Balls. That being said,
do not contact me asking about that!
Now on with the guide.
~*~*~
A Guide on Catching Legendaries
By Eiyoko
~*~*~
First of all, you want to
save your game before you pick on your target legendary. Sometimes when the odds are in your favor it's for the worse (i.e. You critical hit and faint the legendary), and then there's always that full-party wipe that some people tend to get. You know who you are.
Have you saved your game? Good! Now, on to more important stuff.
POKEBALLS
You can't catch a pokemon without using a pokeball, no matter how hard you try. No, none of Team Rocket's methods will work, so don't ask. ^^;
Here's a list of pokeballs that come in handy when hunting those (usually) elusive legendaries. All capture rates are assumed to be default unless otherwise stated. I'm listing any and all
possible options, just to be safe.
Dive Ball
-Heightened rate of success when surfing.
Dusk Ball
-Heightened rate of success in caves and at night. A favorite for catching Uxie and Azelf in particular. If you're hunting legendaries at 11:45pm, make sure you have plenty of these. ^.~
Master Ball
-Captures any wild pokemon without fail.
Use only as a last resort. Even then, it's usually wise to be stingy with using this thing, including on runners if you want to be that stingy.
Nest Ball
-The lower the wild pokemon's level is compared to your currently released pokemon, the higher the catch rate goes.
If it is above, it resumes the normal catch rate.
Net Ball
-Higher catch rate against bug- and water-type pokemon.
Pokeball
-When all else fails...
Quick Ball
-If you can somehow manage to put a legendary into low HP within the first few turns, this pokeball will be of some use to you. For the best effect, use within the first five turns.
Timer Ball
-I'd like to call this a "second-to-last resort," not because they are bad but because they're only effective after time has passed (hence the name). The longer the battle is taking, the higher the catch rate goes. If the battle has gone on for a very long time and it's down to your timers and your masters, timers just might save you.
Ultra Ball
-A very popular choice for all-round legend hunting. Doesn't have as high a success rate as "environmental" pokeballs (when in respective environments).
Aside from pokeballs, you will also want to get plenty of medicine, a fit and able team of (preferably equipped) pokemon, and knowledge of what you're about to get yourself into.
Note: If you have a pokemon with the move "False Swipe", you're going to have an easier time at this than if you go without it.
Got all that? Great! Time to do the actual catching.
GENERAL STRATEGIES
Good stuff to do:
Lower accuracy
Lower attack
Lower special attack
Lower evasion
Lower speed
Paralysis
Sleep (not permanent)
Charm
Freeze (not permanent)
Mean Look (a godsend for those annoying runners!)
BAD stuff to do:
Lower defense (unless it's ridiculously high)
Lower special defense (again, unless it's way too high)
Poison
Burn
Confuse
Fire Spin/Wrap/Leech Seed, etc
And any other damage-over-time ability!
The Basic Strategy
The goal here isn't really about the tactics. Just focus on getting the legendary to as low count of HP that you can manage without fainting it; in the meantime keeping your own team from fainting. Then chuck pokeballs at it nonstop. Very common strategy, nothing really special about it.
PP Burn
This strategy may cause your wallet to spontaneously combust, but as far as I can see it works. Wild pokemon have PP too, and they use it the same way your own pokemon do. (Ever look at the pp usage on a freshly-caught pokemon at the beginning of the game?) The tactic is to have the legendary use up all the PP on its good moves (i.e. Dialga's
Roar of Time) by simply sitting by and taking the beating like some old punching bag. You may end up fainting alot depending on your level, though. Once the legendary has used up its omfglolawesomez move, you'll have a bit more freedom to punch him around. If you find yourself in a position where there's nothing to heal, status effects and changes are good to have around (lowering accuracy is a splendid idea in this tactic).
---I used this when catching Dialga while underleveled a bit. It saved me alot of stress and worked well for me.
---
Warning: This strategy is very risky to use, as the pokemon in question may use Struggle if worn out too much. Use with caution.
Runners
Some legendaries run all over the map, and it's more of a game of tag than having to battle them. Preferably, get a pokemon with
high speed and give it
a move that keeps opponents from fleeing (like "Mean Look"). You can track where the runner is using the
marker map on your Poketch. Once you've trapped your runner, the battle continues as normal.
Contrary to popular belief, runners in D/P do indeed appear over water, but never in dungeons. Use a rule of thumb: if you can fly, it will appear there. If you can use an escape rope, it won't.
When all else fails...
A) Reset and try again
B) Use your Master Ball (not recommended x.x)
C) Use any other ball you may possibly have. Who knows? You might catch Arceus in a standard Pokeball (sure, chances are low, but it's possible, believe it or not!)
~*~*~
INDIVIDUAL STRATEGIES
For those whom are otherwise stuck
Sinnoh Dex

Dialga, the Ruler of Time
Requirements: N/A, part of the main plot in Pokemon: Diamond
Level 47
Type: Dragon/Steel
Abilities: Pressure
Attacks:
Metal Claw (Steel): 35
Dragon Claw(Dragon): 15
AncientPower(Rock): 5
Roar of Time(Dragon): 5 (Requires recharge after use)
Dialga is a part of the plot in
Pokemon Diamond, fought at the peak of Mount Coronet (The
Spear Pillar). He isn't too terribly difficult to catch, but since he's part of the plot you may walk in on him under-leveled, and that means a very chapped hide if you don't know what you're up against.
Be sure to have some pokemon that he's not weak against; in the plot you're coming from a previous boss fight that's about as tough if you came unprepared, and you're
not allowed to leave the area when given time to prepare for the Dialga fight. Sorry,
no Pokemon Center runs for you.
Aside from Dragon Claw, Dialga is
capable of raising all of his stats through use of AncientPower. He may also
raise his attack by using Metal Claw. Take care when fighting him.
Since Dialga is partly a Steel type, he tends to be annoying when you try to use False Swipe on him since it gets resisted.
Save False Swipe for when he's in red and use other moves in the meantime.
The fight itself isn't too rough so long as you keep your wits about you. If you can, try to
PP Burn Roar of Time so it doesn't get in your way too much. It has only five uses and requires a recharge after use, but that doesn't take away from the fact that it seriously hurts. It doesn't have THE highest accuracy, but it hits often enough to be considered a serious hazard. Be sure to keep your pokemon healthy long enough to wear out the deity of time, then he's all yours for the taking.
Note: It has come to my attention that you can indeed just let Dialga wipe you and you'll end up in a pokemon center, where you can hike back up the mountain where Dialga is waiting for you. Personally, I wouldn't recommend this, so do it at your own risk.

Palkia, Ruler of Warp-Space
Requirements: N/A, part of main plot of Pokemon: Pearl
Level 47
Type: Water/Dragon
Abilities: Pressure
Attacks:
Water Pulse (Water): 20
Ancient Power (Rock): 5
Dragon Claw (Dragon): 15
Spacial Rend (Dragon): 5
Much like Dialga, Palkia is part of the main plot in
Pokemon Pearl and is found at the
Spear Pillar on
Mount Coronet. Again, sometimes you may find yourself walking in on this part of the game under-leveled and that can make things VERY annoying, especially since
you are not allowed to run to the Pokemon Center once you get the opportunity to face him.
While Dialga has Metal Claw to accomodate his Steel Type, Palkia has Water Pulse. Don't forget that
Water Pulse may confuse your pokemon, so if you can have some full heals or
Persim Berries on hand you're in good shape. Palkia may be able to increase his stats with
Ancient Power so be careful with that. As usual, Dragon Claw can be a threat if you don't know what you're doing.
As far as I can see,
Spacial Rend does not have a recharge like Roar of Time does; it is slightly less powerful but with the same accuracy and PP count, but
it does have a high critical hit ratio, making it a more considerable threat than Dialga's mega-move. Be very wary of this attack and heal any pokemon that is hit with it immediately, as Palkia does not need to rest after using it.
Palkia is not harder than Dialga when it comes to capture rate (though he tends to be somewhat easier; he isn't partly a Steel type to hinder False Swipe's effectiveness). Take care when fighting him, and make sure to heal any pokemon hit with Spacial Rend immediately. After wearing him down, the deity of Space and Dimensions is all yours.

Azelf, the Being of Willpower
Requirements: Defeat/capture Dialga/Palkia
Level 50
Type: Psychic
Abilities: Levitate
Attacks:
Confusion (Psychic): 25
Uproar (Normal): 10
Future Sight (Psychic): 15
Nasty Plot (Dark): 20
Azelf is the more offensive one of the pixie trio. Keep some weak pokemon with you, as her defense isn't very high.
She also tends to have the highest speed. Bring along plenty of dusk balls - in my experience, Azelf tends to be stubborn about being caught - and you'll definitely need a way to
lower her Sp.Attack stat, even if you plan to PP Burn her;
Nasty Plot is a dangerous move that sharply raises that stat. Lowering her speed is also a good idea.
Uproar negates any form of sleep, so don't bother with trying it; use Paralysis or similar moves instead.
Confusion can and will hurt if you're not careful, and it
also causes Confusion. Azelf also likes to use
Future Sight, which
causes a decent amount of psychic damage two turns after use. This basically means that she can hand you a two-for-the-price-of-one deal, so be sure to have plenty of medicine. If she has raised her Sp.Attack enough times, Future Sight will hurt very badly. Once her HP is low, throw pokeballs at her like there's no tomorrow. You can't risk being wiped after coming this far!

Uxie, the Being of Knowledge
Requirements: Capture/Defeat Dialga/Palkia
Level 50
Type: Psychic
Ability: Levitate
Attacks:
Confusion (Psychic): 25
Yawn (Normal): 10
Future Sight (Psychic): 15
Amnesia (Psychic): 20
Uxie is the defensive one of the three pixies, and because of that she can be downright annoying.
While tending to have the lowest speed, Uxie can use Confusion and Future Sight like her sisters. Uxie can be slept, but she can do the same to your own pokemon with
Yawn, which sleeps the target on the next turn after use.
One main thing to look out for, strangely enough, is
Amnesia, which raises her Sp.Defense. Let it get out of hand and she'll be the one PP Burning
you. Ouch.
In my humble opinion, Uxie is the easier to catch of the trio. The key is to be patient and slowly whittle her HP down while not letting her defenses get too high.

Mesprit, the Being of Emotion
Requirements: Capture/Defeat Dialga/Palkia
Level 50
Type: Psychic
Ability: Levitate
Attacks:
Confusion (Psychic): 25
Lucky Chant (Normal): 30
Future Sight (Psychic): 15
Charm (Normal): 20
Mesprit is a runner. That being said, you can't just waltz up to her and chuck ultra balls at her when her HP is low. She'll be running around the world, trying to play tag with you. Oh, how nice.
No, not really.
Have a bunch of Ultra Balls, Dusk Balls (if it's nighttime), Dive Balls (if she decides to go surfing) and Quick Balls on hand. Run back and forth between two routes until she appears in your vincity. Then run around in some tall grass (or surf if that be the case) and she should appear shortly.
Mean Look and
Block are godsends. Make sure the pokemon you're using has
higher speed than Mesprit, otherwise she will flee before you get a chance to act.
More coming soon
National Dex
In order by Pokedex Number

Heatran
Requirements: National Pokedex
Level 70
Type: Fire/Steel
Ability: Flash Fire
Attacks:
Scary Face (Normal): 10
Lava Plume (Fire): 15
Fire Spin (Fire): 15
Iron Head (Steel): 15
Heatran is a quirky Legendary Pokemon, as he is
male.
This means that if you use a female pokemon that has Attract or Cute Charm, he will be infatuated/fall in love. This can make things much easier for you since he doesn't have a large amount of PP. He's in a cave, so Dusk Balls are a great option here. Watch out for burns and Fire Spin.

Regigigas
Requirements: National Pokedex, Possession of all three "Regis" in your party
Level 70
Type: Normal
Abilities: Slow Start
Attacks:
Confuse Ray (Ghost): 10
Stomp (Normal): 20
Superpower (Fighting): 5
Zen Headbutt (Psychic): 15
To awaken Regigigas, you must have
Regice,
Regirock, and
Registeel in your party. You could go all that way just to have him snooze in front of you. If that happens, at least take note of how you navigated that ice puzzle.
None of Regigigas's moves are an enormous threat but
Confuse Ray can get annoying. Even so, Regigigas has
very little PP, so don't plan on PP burning him as without such a strategy he will still end up struggling after a short time even without. If you have any trained up Pokemon with the Pressure ability,
keep them out of your party unless you can get him down extremely fast! If you must bring them, keep them out as little as possible.
Slow Start will give you an edge in the first five turns, but if anything get his HP down as quickly as possible and then chuck pokeballs like there's no next Tuesday. You have to catch him quickly before he KO's himself.
The following tactic has been submitted by Deoxys Ribonuke.
Quote:
Originally Posted by Deoxys Ribonuke
Here are the things you need:
Pokemon
A high-level Pokemon to whittle his HP down into the red (In the Lead)
A high-level Pokemon with False Swipe
A Spiritomb who knows Hypnosis
Regirock
Regice
Registeel
Items
Plenty of berries that cure Confusion
MANY Dusk Balls
MANY Timer Balls
Plenty of Ultra Balls
Here are the steps (Make sure you keep track of the turns on a piece of paper or something):
1) Challenge the beast, then lower his HP. (His Attack and Speed will be greatly lowered in the first few turns via his Ability, so be a farmer and make hay while the sun shines!)
2) Once his HP is in the red, send out your False-Swiper. Use False Swipe to ensure his HP is down to 1.
3) Send out Spiritomb. Now, the lovely thing about Spiritomb is that it is immune to ALL of Regigigas's moves except for Confuse Ray.
4) Put him to Sleep using Hypnosis, then start throwing Dusk Balls at him.
5) If he wakes up, put him back to sleep, unless he confuses you. If he does, then use one of the Confusion berries to cure it. Once cured, put him back to Sleep.
6) If you're running low on Dusk Balls and 30 turns have passed, commence the usage of Timer Balls!
With this technique, hopefully you will have caught him within a few minutes. ^_^
|
A very good strategy. While Paralysis may be a nice choice for a status effect, Sleep will keep Regigigas from taking any action whatsoever, reducing the Struggle danger.

Girtana
Requirements: National Pokedex, Rock Climb, Rock Smash (sometimes), Surf
Level 70
Type: Ghost/Dragon
Ability: Pressure
Attacks:
Shadow Force (Ghost): 5
Heal Block (Psychic): 15
Earth Power (Ground): 10
Slash (Normal): 20
Giratina can be either easy or @#$%ing hard/annoying/frustrating depending on how you go about fighting him. Since he's part Ghost,
you can't use False Swipe on him. Bummer.
On the other hand, if you're using a Staraptor for the battle, you'll have a really easy time fighting him, since
Staraptors are immune to ghost and ground attacks. This is due to their being Normal/Flying type, so other similar Pokemon will also work.
Giratina's number one threat is probably
Shadow Force. Basically, it's
the Ghost version of Fly, Dig, etc. If that isn't a threat to you, then
Earth Power probably is. Heal Block will stop you from using recovery items, but it's not that big an issue if you've got a Staraptor.
Slash can deal critical hits more often than other moves, so keep an eye out for that, though it shouldn't be too difficult to avoid.
As for the catching, many recommend saving your Master Ball for him, but some folks tend to use it on runners, so usually it's down to the Quick Balls (LAWLZ), Ultra Balls, Dusk Balls, and Timer Balls. I must say, he looks really cool when you use a Dusk Ball to capture him.

Cresselia
Requirements: National Pokedex
Level 50
Type: Psychic
Ability: Levitate
Attacks:
Mist (Ice): 30
Aurora Beam (Ice): 20
Future Sight (Psychic): 15
Slash (Normal): 20
Can be caught on water. I saw her there myself.
Cresselia is one of the post-national 'dex legendaries to be caught (there are four).
Cresselia is a runner, so be prepared to run around trying to find her.
You can use
Mean Look or similar abilities to keep Cresselia from running to make this a lot easier. When I caught Cresselia I never used it, so I ended up just chasing her all over the place (I wanted a challenge, anyway).
She does not start out with her self-KO move, as far as I have seen anyway, so don't worry about her killing herself.
Note that if a pokemon uses Mean Look, swapping them out cancels the effect, so if it has Mean Look make sure it has False Swipe or other useful moves as well.