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- Seen Oct 2, 2020
Serious catching:
At least one open slot on my team, so that whatever I catch is added to the team and I can check its nature and stats right on the spot.
A Synchronize lead.
A catcher - something bulky with a sleep or paralysis move and some combination of weak and/or limited moves. False Swipe is best and Sonic Boom, Seismic Toss, Dragon Rage and those sorts of moves with set damage are pretty good.
Save before I go into the grass/water/sand, or before I face a legendary.
As soon as they become available, I start using Quick Balls, and almost always lead with one. If it works, then I check the pokemon's nature and stats and if they're good, I keep it and if they're not, I reset and try again.
If the Quick Ball doesn't work, then the catcher goes to work. I tend to prefer paralysis over sleep, just because it doesn't wear off, but either one will work. I chip the pokemon down however far seems necessary (all the way to 1 if I've got False Swipe, but just down as far as I think will work if not, since I really hate fainting stuff that I'm trying to catch), then use mostly Ultra Balls, Dusk Balls or Dive Balls, though I do use other balls, particularly if it's a really distinctive pokemon that I think will look especially good with a particular ball. I like to match the ball or the shader to the pokemon - Gardevoir and Reuniclus in a Nest Ball, Cinccino in a Premier Ball, Audino in a Heal Ball, Tentacool in a Great Ball, Pawniard in a Timer Ball, Zubat and pretty much any Ghost in a Dusk Ball - that sort of thing.
At this point, with legendaries, I can't be arsed to fight them and chip them down and throw a bajillion Ultra Balls at them. I only catch them if it's necessary to advance the story, and in that case, I just throw one Quick Ball and if it doesn't work, I reset and do it again. I just keep doing that until I catch it. I never use legendaries anyway, so it really doesn't matter.
At least one open slot on my team, so that whatever I catch is added to the team and I can check its nature and stats right on the spot.
A Synchronize lead.
A catcher - something bulky with a sleep or paralysis move and some combination of weak and/or limited moves. False Swipe is best and Sonic Boom, Seismic Toss, Dragon Rage and those sorts of moves with set damage are pretty good.
Save before I go into the grass/water/sand, or before I face a legendary.
As soon as they become available, I start using Quick Balls, and almost always lead with one. If it works, then I check the pokemon's nature and stats and if they're good, I keep it and if they're not, I reset and try again.
If the Quick Ball doesn't work, then the catcher goes to work. I tend to prefer paralysis over sleep, just because it doesn't wear off, but either one will work. I chip the pokemon down however far seems necessary (all the way to 1 if I've got False Swipe, but just down as far as I think will work if not, since I really hate fainting stuff that I'm trying to catch), then use mostly Ultra Balls, Dusk Balls or Dive Balls, though I do use other balls, particularly if it's a really distinctive pokemon that I think will look especially good with a particular ball. I like to match the ball or the shader to the pokemon - Gardevoir and Reuniclus in a Nest Ball, Cinccino in a Premier Ball, Audino in a Heal Ball, Tentacool in a Great Ball, Pawniard in a Timer Ball, Zubat and pretty much any Ghost in a Dusk Ball - that sort of thing.
At this point, with legendaries, I can't be arsed to fight them and chip them down and throw a bajillion Ultra Balls at them. I only catch them if it's necessary to advance the story, and in that case, I just throw one Quick Ball and if it doesn't work, I reset and do it again. I just keep doing that until I catch it. I never use legendaries anyway, so it really doesn't matter.