Capturing HG/SS legendaries

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Ok, so I have decided to write up the HG/SS legends capture guide. Please feel free to make comments/criticism on it so far to make this better.

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Preparations

Capture Rate

Each legendary is assigned a numerical catch rate, as are all wild Pokémon. Essentially, the higher the Catch Rate, the higher the chance to capture. The Catch Rate is plugged into a formula, which determines whether the Pokémon will be captured or not. While the actual in-game formula is quite complex, Community Member X-Act has made a formula that produces nearly exact results. Note that you must always round down should you get a decimal.

(( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

Top Poké Ball Rates :

Master Ball : 255
Dusk Ball (In dark areas like caves or outside between the hours of 20:00 and 4:00) : 4
Timer Ball (30+ Turns) : 4
Net Ball (Against a Bug- or Water-type) : 3
Repeat Ball (Against previously caught Pokémon) : 3
Ultra Ball : 2
Great Ball : 1.5

A Master Ball catches any wild Pokémon without fail, though it may only be obtained either through Prof. Elm or by winning the lottery held at Goldenrod Radio Tower. Timer Balls begin at 1 and increase every 10 turns, with a cap of 4. Quick Balls begin at 4, and decrease every 5 turns, stopping at 1. Neither of these Balls exceed the rate of the Dusk Ball, and are somewhat more circumstantial. All other balls have a catch rate of 1 against the legendaries. It is preferred to use either Dusk or Ultra Balls, keeping some Timer Balls in reserve.

Status Numbers:

Freeze : 10
Sleep : 10
Paralysis : 5
Burn : 5
Poison : 5
None : 1

As you can see, sleep is your best bet due to the lack of reliable freeze moves. Paralysis gives a much lower number, so sleep moves are preferred. You should never poison or burn the legend; this sets a time limit on your legend's lifespan.

The Catch Rate of all legendaries available in HGSS is 3, except for Groudon and Kyogre, who have a catch rate of 5.

Let's say we try and catch a Level 5 max HP Magikarp with a Dusk Ball. Magikarp’s Catch Rate is 255.

(1 + ((18*3 - 18*2) * 255 * 4 * 1)) / (18*3)) / 256

= ((1 + (18 * 255 * 4 * 1)) / 54) / 256
= ((1 + 18360) / 54) / 256
= (18361 / 54) / 256
= 340 / 256
= 1.328125
Any decimal numbers were not shown, and simply rounded down.

If the end result is over 1, you have a 100% chance to capture the Pokémon. However, due to varying IVs, it is difficult to know the max HP of the legendaries, let alone determine their current HP. The formula is simply here for reference, and a little bit of insight on why certain balls or status effects are used.

Ball Capsules

Just like you wouldn't go into the woods without proper equipment, you can't expect to catch the legendary Pokémon in Johto and Kanto without being prepared. You'll need to stock up on Poké Balls; as explained above, Dusk Ball is the most effective. These can be picked up at a few late-game PokéMarts, Safari Zone Gate, and Frontier Access. Furthermore, they are available before you fight your first stationary legendary. You'll want to have at least 50 Dusk Balls on you for each encounter, and there are 13 legendaries per game cartridge that are caught in Poké Balls (including event Pokémon). That totals 650 Dusk Balls, and you'll probably want to have at least 50 Ultra and/or Timer Balls in reserve.

Granted, it wouldn't be cost effective to go out and buy 600 Poké Balls at once, so it is best to only carry around 100 Dusk Balls and 50 Timer/Ultra Balls at one time. This is great if, say, Groudon is caught on the first Dusk Ball thrown, whereas Lugia takes 65 balls. Timer Balls are a viable option if you are not battling in a cave, and if you wait long enough, which you typically shouldn't have to. Net Balls make capturing Suicune and Kyogre easier, and are therefore good substitutes for Dusk Balls when capturing them. For Ho-Oh, Suicune, Latios, Latias, Zapdos, Raikou, and Entei, you'll have to wait until between 20:00 and 4:00 on your DS clock for the Dusk Balls to work to their full potential, but you can always change the time on the DS clock if you would rather not wait. However, the remaining legendaries are found in caves or dark areas, so Dusk Balls function at their maximum capability when used on them. Alternatively, if you own a copy of Pokémon Emerald and a DS/DS Lite system, you can use the Battle Tower cloning glitch to produce multiple Master Balls and transfer them to your HeartGold or SoulSilver through the Pal Park in Fuchsia City. Furthermore, in HG/SS the 24-hour limit on migrating does not exist, so you can transfer as many Master Balls as you like without having to wait a day after each migration.

Since they are remakes of the original Gold and Silver, the concept of Apricorn balls has been revived in HeartGold and SoulSilver. There are 7 Apricorn Balls in total, but the most useful ones for capturing legendaries would be Fast, Level, and Heavy Balls. The Apricorn Balls function differently to other Poké Balls by directly affecting a Pokémon's Catch Rate. The Fast Ball is crafted from the Wht Apricorn, and multiplies a Pokémon's Catch Rate by 4 when it's used on Pokémon with base 100 or greater Speed. Therefore, the Fast Ball is definitely a Poké Ball to consider stocking up on when preparing to catch a legendary, especially the roamers, who meet the Speed requirement necessary to use the Fast Ball to its full potential. The Level Ball is created from the Red Apricorn, and its effectiveness depends on the level difference between the legendary you are facing and the Pokémon you have out. At most, the Level Ball will multiply the capture rate of a legendary by 4 when the difference in level between the Pokémon you have out and the one you're facing is greater than half of your Pokémon's level, which includes the following legendaries (for the rest it will only multiply their capture rates by 1 or 2): Suicune, Entei, Raikou, Ho-Oh (HeartGold), Lugia (SoulSilver), Latios, and Latias. The reason that the Level Ball's maximum Rate is 4 when used on the aforementioned legendaries is that their levels are below 50, with the highest being 45 for Ho-Oh and Lugia in their respective versions, so all you have to do is use a Pokémon with level 91+ to multiply the CatchRate of any of these legendaries by 4. The Heavy Ball, created from Blk Apricorns, deserves a mention due to the Hoenn weather trio. The Heavy Ball adds 20 to a Pokémon's catch rate if it weighs more than 451.5 lbs, 30 if it weighs more than 677.3 lbs, and 40 if it weighs over 903.0 lbs. Groudon, being the heaviest Pokémon in the current PokéDex (weighing over a ton), brings out the Heavy Ball's full potential, which makes capturing Groudon much simpler by adding 40 to its catch rate. Kyogre is heavy enough that the Heavy Ball adds 30 to its catch rate, and Rayquaza gains 20 on its catch rate.

While the Apricorn Balls may be useful for capturing legendaries, they are also more difficult to obtain than typical Poké Balls. Kurt can only make one type of Ball a day, and Apricorn trees only produce one Apricorn a day. However, you can resolve these problems by changing the DS clock if you would like to speed up the process and assemble a large collection of Balls. For a list of where to find Apricorns look here.

The Synchronizer

After you by the appropriate Balls, you'll want to get a Synchronizer. "What's a Synchronizer?" you may ask. Well, when you have a Pokémon with the Ability Synchronize in the first slot of your party, all wild Pokémon have a 50% chance of inheriting the nature of that Pokémon. An even better trait is that the Pokémon doesn't have to be alive for Synchronize to work its magic, so you can have a fainted Synchronizer at the head of your party, and the effects remain intact. This way, you can have an increased chance of getting the nature you want, which is something you'll have to decide on your own; which nature to use is a trainer’s personal preference. Refer to the analyses in the Smogon Dex for ideas if you're stuck.

The list of all Pokémon that can have Synchronize is as follows:

Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, and Gardevoir

Natu is the most common Synchronizer found in the wild (in the Ruins of Alph), although you will need to go through a section of Union Cave and use Surf to access the area they are found in. Abra will probably be the first Synchronizer you run into on Route 34, and subsequently on Route 5, Route 6, Route 8, Route 24, Route 25, Route 35, and the Safari Zone. Alternatively, you can purchase Abra at Goldenrod Game Corner for 200 coins and soft reset for its nature and ability. Kadabra makes its home in Route 8 and Cerulean Cave. Espeon and Umbreon can be obtained by evolving the Eevee given to you by Bill in Goldenrod City. After obtaining the National Dex, you will have access to Ralts, who is found on Route 34 as a Swarm Pokémon. Finally, Mew is obtained through Nintendo events. Furthermore, it is worth noting that aside from Mew, Umbreon, and Espeon, the aforementioned Pokémon have two abilities, so you may not always get Synchronize and the nature you want on the first try.

After obtaining the National Dex and access to Kanto (which you will need to catch a majority of the legendaries in HG/SS), it is considerably easier to get Synchronizers. You can soft reset at the Game Corner Prize Shop in FireRed/LeafGreen for Abra, or transfer over Synchronizers you had in the previous generation for catching non-legendaries in Emerald.

The Catcher

Now that you have your Synchronizer, unless you are planning on transferring over unlimited Master Balls from your previous generation games, you'll probably need a good capturing Pokémon to complement it. A Pokémon that can learn both a reliable sleep move (60 Accuracy and up), and False Swipe (a TM found in the Goldenrod Department Store that keeps the wild Pokémon at 1 HP if it would have fainted from the attack) is an example of a good capturing Pokemon. A list of Pokémon that meet the above criteria is as follows:

Paras, Parasect, Mew, Breloom and Gallade

Parasect is probably the easiest to obtain, but you must get it up to a very high level, with an Attack boosting nature. If you do end up using Parasect, make sure it was obtained in a fourth generation game, to ensure it has the ability Dry Skin, rather than Effect Spore, which could give the legendary an undesired status ailment. Mew only learns Hypnosis via Pokémon XD and My Pokémon Ranch, and Gallade can only learn Hypnosis while it is Ralts or Kirlia, and False Swipe only once it is evolved into Gallade. However, Gallade also learns Mean Look as an egg move, so it can be used to trap the roamers as well. Breloom is a good option as well, learning Spore, the most accurate Sleep move available. However, you must breed False Swipe onto it as an egg move, and, like Parasect, avoid the ability Effect Spore. In conclusion, Gallade is probably the best; it’s just a bit of a pain to get Ralts/Kirlia to a high level to get Hypnosis, and even more of a pain to get a male one in the first place. Mind you, your catcher should be at a high level anyway—hopefully level 70+, since the highest level of any in-game legendary is 70.

The "One Under" Pokémon

An optional Pokémon that you may wish to take with you is the "one under" Pokémon. This is a Pokémon that has a Speed stat one point below the maximum of the legendary you're trying to catch. This is for the Pokémon you really need to have reach a certain speed. It isn't the wisest choice to bring one of these along for every legendary, since the "one under" Pokémon can be a pain to get, but it will be worth it if you don't have Master Balls. The idea is to switch your Synchronizer to the "one under" (or if your Synchronizer has been fainted just start off with the "one under"), then have the latter use an attack. If the legendary goes first, switch to the capture Pokémon and continue the battle, if not, reset. This "one under" should either be a high level, or be holding a Focus Sash (which can be obtained from the Winner's Path PokéWalker course, the Battle Frontier, or as a gift from your mother when you allow her to save your money).

If you are going for a defensive legendary who is not concerned about outspeeding certain threats, or for a legendary you plan to use for a Trick Room team, then you may wish to go for a different variation of the "one under" Pokémon that uses Endeavor. Endeavor is a move that takes the foe's Pokémon's HP down to the HP the Endeavor user currently has, but fails if the Pokémon using Endeavor has more HP than its target. This can be abused by giving your Endeavor Pokémon 1 less HP than the maximum HP of the legendary you are going for. If your "one under" Pokémon's Endeavor attack fails, then you know that the legendary you are fighting does not have the amount of HP you are looking for, so you can reset without capturing it. If Endeavor takes the legendary's HP down, then you know it is fine to resume trying to capture it. However, this Pokémon must also be faster than the legendary, so it does not risk taking damage, which would result in a false positive.

Other Items and Pokémon

Take another stop at a PokéMart; you’ll want to buy a few Revives and Hyper/Max Potions or Full Restores if you’re far enough in the game. Revives are also found by using Rock Smash, along with their more powerful variant: Max Revives, but only in Ruins of Alph. These are mainly for keeping your main capture Pokémon alive, as well as the remainder of your party. About 30 Super Repels are almost mandatory too (these are actually more cost effective than Max Repels). 5 or so Escape Ropes are good to have for Pokémon like Articuno and Lugia, who are found deep within caves. You should always bring a team of 3 high-leveled Pokémon (the other two are HM slaves, but leveling them up is great) with your Synchronizer in the lead. The only exceptions are when you are catching any of the runners. In this case, you could use Wobbuffet in your first slot in order to trap them, or use Mean Look Gallade (this is recommended, as Gallade is an excellent catcher).

Reviving Legendaries

A feature introduced in Platinum has been brought back in HeartGold and SoulSilver on a much larger scale: the ability to revive legendaries after you have KOed them or run from the battle. This ability applies to every legendary that you can capture in a Ball, including the Engima Stone event Latios/Latias. However, you will have to defeat the Elite Four every time you wish to revive any legendaries you have KOed/run from prior to defeating the Elite Four. Most of the legendaries will reappear in the location at which you encountered them (ex: Ho-Oh at Bell Tower and Lugia at Whirl Islands). However, Suicune will reappear at Burned Tower. The roamers will not reappear at the location at which you released them (Raikou and Entei at Burned Tower, Latias/Latios after leaving the Pokémon Fan Club and talking to Steven); instead, they will reappear roaming Johto/Kanto, and you can only faint them to revive them after beating the Elite Four. Furthermore, the IVs and nature of the revived legendaries are not set to the ones they had when you fainted them. For example, if Raikou had the arbitrary nature and IVs combination of Modest nature and 13/21/6/5/0/28 while roaming Johto, and you faint it and revive it by defeating the Elite Four, it can reappear roaming Johto with a different nature/IVs combination. Finally, all of the roamers' IVs and natures are generated at the same time that they are re-released after defeating the Elite Four. In other words, if you faint both Raikou and Entei the first time around, both of the legendary beasts will be revived with new IVs and natures upon defeating the Elite Four.

The ability to revive legendaries is most useful when you have to forcibly confront your box Pokémon—Ho-Oh and Lugia in HeartGold and SoulSilver, respectively. Instead of having to spend time preparing to catch your legendary, you can simply flee or faint them and return at a later point in the game when you have the time to prepare and have access to more functions like the Pal Park. Of course, prior to confronting Ho-Oh or Lugia you had to release the legendary beasts from Burned Tower, so this feature could prove useful if you didn't want to waste time capturing them at that point in the game. Nonetheless, it is easier to soft reset or RNG them at Burned Tower, since it gets tedious having to defeat all the members of the Elite Four and Lance every time you want to re-release the Raikou/Entei. The Red Gyarados, while not a legendary Pokémon, can also be revived through this method, which is useful since you're forced to battle it to progress through the story, and you may not wish to waste time soft resetting or RNG abusing it at that time. This feature also acts a safety measure, to ensure that you don't lose any legendaries you accidentally faint or flee from without saving prior to encountering them.

Tricks of the Trade

Before you go after your first legendary, keep in mind a couple tips:

Always save before the legendary. For Raikou and Entei, save before stepping off the second set of stairs in the basement floor of Burned Tower, where they are located. For the roaming Latios and Latias (in HeartGold and SoulSilver, respectively), save before leaving the Pokémon Fan Club after obtaining the Poké Doll.

Check the stats in the legendary's section before you save, and after you compare the stats and are interested, check them with Metalkid's IV Calculator. You can use some Rare Candies and record the stats for each level if you wish, but for legendaries this is generally not necessary due to the higher base stats.

Learn about characteristics, as they can usually help you determine the exact IV of at least one stat when combined with an IV calculator and the stat list.

Make sure you have a maximum of five Pokémon in your party whenever you are about to fight a legendary. This allows you to check the nature and stats of your legendary while it is in your party, saving you a trip back to a Pokémon Center to check Bill's PC.

Keep realistic expectations if you are soft resetting your legendary. If you're only willing to accept a legendary with quadruple 31 IVs, you could be there for a very long time. Although, you can remedy this problem by RNG abusing your legendary, which allows you to control its nature and IVs to an extent. Information on PRNG manipulation can found here.

Watch the HP bars if you're not using Master Balls. Compare the approximate damage done by your Pokémon to the HP of the legendary once you've caught it, and vice-versa, with the legendary's Attack/Special Attack. This should help you out; if you do too much damage on a defensive legendary, you can reset without the battling process. The same goes if an offensive one doesn't do enough damage to you.

If a legendary runs out of Power Points for all its moves, it will use the move Struggle. Struggle is a typeless attack that causes recoil equal to 25% of the user's maximum HP. So once a legendary starts to Struggle, it isn't long for this world, especially if you have previously used False Swipe to lower it to 1 HP.

Having a Pokémon with the move Trick can be useful to give the legendary you're facing items. Tricking a Leppa Berry, for example, onto legendaries with attacks that have low PP ensures that you have a few more turns before they start Struggling. Tricking Focus Sash allows you to bring down the legendary Pokémon's HP to 1 with a single powerful attack, instead of wasting turns slowly reducing its HP with a weak attack like False Swipe.

Catching the Legends

Now that you have some more knowledge, or at least something to reference, get out a piece of paper and a pencil. Be prepared to make a tally mark every time a legendary uses a move, and put two marks if your Pokémon has the ability Pressure. This will be used to reference the amount of PP the legendaries have before Struggling, which is listed in this section. Note that if your sleep-inducing Pokémon is slower than the legendary, it will use a PP (or two with Pressure) the turn it is put to sleep; and of course it still uses PP the turn it wakes. PP is not used up while the legendary is asleep.

The order in which you catch these legendaries is a matter of personal preference and availability, as certain legendaries become available after you've completed specific tasks, such as obtaining the National Dex or defeating Red. That said, you should attempt the lower-leveled legendaries first and work your way up. The roamers would be best left for later, since you have to go through the hassle of getting them to appear in the area you are in and then prevent them from fleeing.

HG/SS legends:

Lugia

Lugia is the mascot for SoulSilver, and is the first stationary legendary you will encounter in that game. It is located deep in the Whirl Islands, specifically the island located on the upper east, and can only be reached (in SoulSilver) by receiving the Silver Wing from the director of the Goldenrod Radio Tower, and obtaining the Tidal Bell after defeating the Kimono Girls. However, in HeartGold you only need the Silver Wing, given to you by a man in Pewter City, to gain access to Lugia. The Whirl Islands can get confusing, so it's best to bring along plenty of Super Repels and a Pokémon that knows Flash to make navigating through the caves much easier. Lugia appears at level 45 in SoulSilver and level 70 in HeartGold.

Lugia’s Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 89 99 108
Def 121 135 148
SpA 89 99 108
SpD 141 157 172
Spe 105 117 128

Lugia’s Moveset (Level 45):
Extrasensory (30 PP)
Rain Dance (5 PP)
Hydro Pump (5 PP)
Aeroblast (5 PP)

Total PP = 45

Aeroblast is definitely the move to watch out for when battling Lugia, since it is super effective against most of the Pokémon recommended as catchersthe only one that doesn't share the weakness being Mewand possesses a high critical hit rate. Extrasensory can be annoying if it manages to flinch your Pokémon, although with a 10% chance of that happening, you shouldn't agonize over it.

Lugia’s Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 136 152 167
Def 187 208 228
SpA 136 152 167
SpD 217 242 266
Spe 162 180 198

Lugia’s Moveset (Level 70)
Aeroblast (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard is one of the new additions to Lugia's repertoire that you should watch out for. Safeguard prevents you from inflicting a status condition upon Lugia, while Lugia wastes more PP and gets closer to Struggling. AncientPower can be a pain if it manages to boost Lugia's stats, but with only a 10% chance of that happening you shouldn't worry too much about it.

In SoulSilver there isn't any strategy to capturing Lugia besides whittling down its HP and inflicting it with paralysis or sleep. However, in HeartGold it is best to simply paralyze Lugia from the start of the battle to make Safeguard useless. Using Taunt to prevent Lugia from using Safeguard is tempting, but Lugia has such low PP that it would only cause it to Struggle sooner. Once you've finished with Lugia, you can just use an Escape Rope and exit the cave, or explore the Whirl Islands and pick up some of the items lying around, such as a Rare Candy and Max Elixir.

Ho-Oh

Ho-Oh is the star of HeartGold. The Rainbow Pokémon is located high above the clouds atop the sacred Bell Tower. To reach Ho-Oh in HeartGold, you will have to acquire the Rainbow Wing from the manager of the Goldenrod Radio Tower and the Clear Bell from the Kimono Girls. In SoulSilver, you only need the Rainbow Wing, given to you by an old man in Pewter City, as the Clear Bell is unobtainable. Bell Tower itself is a winding 10-floor maze so definitely pack a good number of Repels, but unlike the Whirl Islands, you will not need any HMs or TMs to navigate it. Ho-Oh appears at level 45 in HeartGold and at level 70 in SoulSilver, holding a Sacred Ash in both games.

Ho-Oh's Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 121 135 148
Def 89 99 108
SpA 105 117 128
SpD 141 157 172
Spe 89 99 108

Ho-Oh's Minimum Speed
Min- Min Min+
77 86 94

Ho-Oh's Moveset (Level 45)
Extrasensory (30 PP)
Sunny Day (5 PP)
Fire Blast (5 PP)
Sacred Fire (5 PP)

Total PP = 45

Sacred Fire is worth worrying about because of its 50% burn rate, so it will most likely be burning your Pokémon, reducing the damage done by your physical attacks by 50% and wearing down your Pokémon faster. Furthermore if "the sunlight is strong" (thanks to Sunny Day), then Sacred Fire will be inflicting 50% more damage along with its STAB. Fire Blast is worth watching out for due to its sheer power, especially if the sun is shining brightly, and the fact that it can burn your Pokémon as well (even if it is a measly 10% chance).

Ho-Oh’s Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 187 208 228
Def 136 152 167
SpA 162 180 198
SpD 217 242 266
Spe 136 152 167

Ho-Oh’s Minimum Speed
Min- Min Min+
117 131 144

Ho-Oh’s Moveset (Level 70)

Sacred Fire (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard prolongs the battle if you are planning on putting Ho-Oh to sleep, and lets it waste more PP. AncientPower is a latent threat, which you should only worry about if it manages to boost Ho-Oh’s stats. Sacred Fire is still a major threat that is carried over from Ho-Oh's level 45 set, just without the possible boost from Sunny Day.

Unlike Lugia, Ho-Oh is outside, so if you are planning on using Dusk Balls, you will have to wait until 20:00 – 4:00. When confronting Ho-Oh, remember to bring along a few Full Heals and Full Restores to take care of any burns you may suffer. Once you're done with the Rainbow Pokémon, you can simply use Fly to leave Bell Tower, or if you forgot to bring along a Pokémon that can use Fly, you can use an Escape Rope.

Raikou/Entei

Raikou and Entei are found in the basement of Burned Tower alongside the other legendary beast, Suicune. Once you reach the bottom of the second set of stairs, Raikou and Entei will run away from you and start roaming Johto. Raikou and Entei's nature and IVs are set when you approach them at Burned Tower and all the beasts flee, not when you encounter them in the routes of Johto. Furthermore, the IVs and nature of Raikou and Entei are determined simultaneously, so just because you got a good nature/IV combination for Raikou does not mean that Entei will share the same quality. Note that a Synchronizer will not work on any of the roaming beasts. To add to the challenge, each time you encounter Raikou/Entei it will attempt to flee at the start of the battle, so be sure to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag or Arena Trap at the head of your party.

Once Raikou and Entei are roaming Johto, you can track them using the built-in map on the PokéGear. The beasts will move to an adjacent route every time you enter a different area; however, this only applies when you enter an area that does not have a gate (brown building with green roof) as its entrance. Entering a cave also does not cause them to move. Additionally, Flying to a new location will cause Raikou and Entei to move to a random route. Therefore, you have to trap Raikou or Entei on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes, such as Mahogany Town, and move between the town and the routes next to the town until one of the beasts arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully Raikou/Entei moves to the same route. Although, if Raikou or Entei are at a route that has a gate as its entrance, then you can just go to that route and capture them. For example, if a legendary beast moves to Route 44 and you're in Mahogany Town, then you would move to Route 42, and if all goes well Raikou or Entei will have moved to the same route, but if your chosen beast is on Route 43 (which has a gate as its entrance), then just go through the gate to enter the route and it will still be there.

Luckily, Raikou and Entei have a high encounter rate whenever you're both in the same route, and they can appear in grass or water, so if they're on a route with water you can Surf to find them. Raikou and Entei are found at level 40, so if your lead Pokémon is below level 40, you can use a Super Repel to have one of the beasts appear quickly; otherwise, search the area until it appears.

Raikou's Maximum Stats
Stat Max- Max Max+
HP - 134 -
Atk 76 85 93
Def 69 77 84
SpA 98 109 119
SpD 87 97 106
Spe 98 109 119

Raikou's Moveset:
Roar (20 PP)
Quick Attack (30 PP)
Spark (20 PP)
Reflect (20 PP)

Total PP = 90

Roar will make this a tough capture since it can end the battle instantly and force you to hunt down Raikou again for another chance. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Raikou has the Speed you want. Reflect can be annoying by prolonging the battle, since it reduces the damage done by your physical attacks, making it harder to whittle down Raikou's HP with False Swipe. Spark can be annoying with its 30% paralysis rate, but other than that it doesn't pose a significant threat.

Entei's Maximum Stats
Stat Max- Max Max+
HP - 154 -
Atk 98 109 119
Def 76 85 93
SpA 80 89 97
SpD 69 77 84
Spe 87 97 106

Entei's Moveset:
Roar (20 PP)
Fire Spin (15 PP)
Stomp (20 PP)
Flamethrower (15 PP)

Total PP = 70

Roar is definitely the move to watch out for, as it forces you to flee and go through the process of tracking Entei again. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Entei has the Speed you want. Fire Spin and Stomp are the more annoying attacks as one reduces your Pokémon's HP every turn and the other flinches your Pokémon 30% of the time, respectively.

When facing these two legendaries, you will definitely want a way to neutralize Roar. One way is to use Taunt, which Gallade and Mew can learn via TM, to stop them from using it for a few turns. Furthermore, Taunt prevents Raikou from using Reflect to weaken your Pokémon’s attacks. Should something happen such that you have to end the battle before you can catch them, do not worry; any damage or status you may have inflicted on it will still be present come your next encounter. Fortunately, its PP will be fully restored on your next encounter, so you don't have to worry if the first battle was a long one.

Finally, if you're planning on soft resetting these two, it is easier to do so the first time you release them from Burned Tower than by re-releasing them by defeating the Elite Four. To this end, you can capture a Gastly early on at Sprout Tower during the night, level it up to learn Mean Look and Night Shade (Night Shade inflicts set damage so its good for gauging Raikou/Entei's HP and ensuring that they aren't KOed accidentally), and it should come with Hypnosis. By the time you get to release the beasts you should have been able to level up Gastly to a high enough level and it should be a Haunter or Gengar, if you are capable of trading with someone. That said, the Gastly line is frail and Hypnosis does have low accuracy, so it won't be an easy capture, but at this point this is one of the best set ups you can have, unless you have access to a Master Ball by trading. RNG abusing Raikou and Entei, however, can be done initially at Burned Tower or at the Pokémon League with relative ease, but you may need a Pokémon like the aforementioned Gastly to ensure you do it successfully at Burned Tower.

Suicune

Suicune resides in the basement of Burned Tower, and like in Pokémon Crystal Version, seems to have a general interest in the main character. Like Raikou and Entei, Suicune will flee from Burned Tower when you approach it, but unlike the other beasts, Suicune will appear before you in the overworld multiple times throughout the game. The instances where Suicune appears being: on a ledge on the north side of Cianwood City, behind a small tree on Route 42, on the water in Vermilion Harbor, on the water on Route 14, and finally on top of the hill at the end of Route 25. Suicune will remain atop the hill on Route 25 and give you the opportunity to catch it. Suicune is at level 40 when you finally battle it.

Suicune's Maximum Stats
Stat Max- Max Max+
HP - 142 -
Atk 69 77 84
Def 98 109 119
SpA 80 89 97
SpD 98 109 119
Spe 76 85 93

Suicune's Moveset:
Rain Dance (5 PP)
Gust (35 PP)
Aurora Beam (20 PP)
Mist (30 PP)

Total PP = 90

There isn't anything noteworthy about Suicune's moveset, so it shouldn't give you any problems while you're trying to catch it. Once you've dealt with Suicune, Eusine will accept that you were the one meant to catch Suicune instead of him and leave.

Articuno

After being excluded from the original Gold and Silver, Articuno makes a return in HGSS in a place you may remember from the good old days of RBY, and later on in FRLG. Articuno makes its home in the Seafoam Islands on Route 20, specifically on the lowest floor of the Islands, and only appears after you have obtained all 16 badges. Definitely pack some Super Repels when you're planning on going for the Freeze Pokémon, since it is a long way down to the bottom. Furthermore, you will encounter trainers as you make your way to Articuno, so it would be a good idea to bring along a few Pokémon at level 50+ to defeat them. The move Strength is necessary if you're entering the Seafoam Islands from the left of Route 20 (where the entrance to Cinnabar Gym is located); otherwise, you do not need it. Articuno appears at level 50.

Articuno's Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 94 105 115
Def 108 120 132
SpA 103 115 126
SpD 130 145 159
Spe 94 105 115

Articuno's Moveset:
AncientPower (5 PP)
Agility (30 PP)
Ice Beam (10 PP)
Reflect (20 PP)

Total PP = 65

Reflect will reduce the damage done by your physical attacks, so if you’re using False Swipe to reduce Articuno's HP to 1 you will spend more turns trying to get the job done. Agility will give it the opportunity to outspeed your Pokémon and waste one more PP before you can put it to sleep if that is your strategy. AncientPower can be annoying if it manages to provide Articuno with some boosts.

Once you have captured Articuno, just use an Escape Rope to exit the Seafoam Islands.

Zapdos

Zapdos returns to Kanto after being left out of the original Gold and Silver in the same location it had in RBY and FRLG. Zapdos appears outside the Kanto Power Plant after you have obtained all 16 badges. Reaching this legendary bird Pokémon won't be as daunting as getting to its counterparts; simply spray a Super Repel and Surf down the river next to the Rock Tunnel on Route 10. Zapdos appears at level 50.

Zapdos' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 99 110 121
Def 94 105 115
SpA 130 145 159
SpD 99 110 121
Spe 108 120 132

Zapdos’ Moveset:
AncientPower (5 PP)
Charge (20 PP)
Agility (30 PP)
Discharge (15 PP)

Total PP = 70

Discharge can be a pain with its 30% paralysis rate, and its power increases if Zapdos uses Charge on the previous turn. As usual, AncientPower is only an issue if it manages to boosts Zapdos’ stats. Agility adds to the difficulty by making Zapdos even faster than its respectable base 100 Speed allows, but becomes a free turn when Zapdos has reached its maximum +6 Speed boost.

Remember to bring a few Full Heals and Full Restores to deal with any paralysis Zapdos may induce on your Pokémon. Another thing to keep in mind is that since Zapdos is outside, unlike the other two Kanto birds, you're going to have to wait until 20:00 – 4:00 to use Dusk Balls to their full capacity. Once you've captured Zapdos simply use Fly to leave the Power Plant.

Moltres

Moltres makes an appearance in HeartGold and SoulSilver along with the other two legendary birds, and following tradition, it has been moved to a new area. Moltres has been relocated to a cave above a waterfall in the entrance of the scenic Mt. Silver, and just like the other two legendary birds, to encounter Moltres you must possess all 16 badges. Furthermore, you will need the moves Surf, Rock Climb, and Waterfall to reach Moltres's exact location in Mt. Silver. Moltres is at level 50 when you encounter it.

Moltres' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 108 120 132
Def 99 110 121
SpA 130 145 159
SpD 94 105 115
Spe 99 110 121

Moltres' Moveset:
AncientPower (5 PP)
Flamethrower ( 15 PP)
Safeguard (25 PP)
Air Slash (20 PP)

Total PP = 65

AncientPower can pose a problem if the AI gets lucky with the boost, but it shouldn't be your immediate concern. Safeguard prevents you from inflicting sleep on Moltres consistently and prolongs the battle, which can cause Moltres to Struggle. Air Slash is definitely a move to keep in mind when battling with the Flame Pokémon, as it is super effective on almost every Pokémon suggested as a catcher. The 30% flinch rate it has doesn't help the situation either, but only applies if Moltres is faster than your Pokémon.

Paralyzing Moltres at the start of the battle would be a good strategy to avoid wasting turns with Safeguard and to slow it down so that it can't flinch your Pokémon. Once you're done with Moltres you can use an Escape Rope to leave Mt. Silver, but don't forget to pick up an Expert Belt in a small cave you passed by on your way to Moltres if you haven't taken it yet.

Mewtwo

After being absent from Gold and Silver, Cerulean Cave has been restored in HGSS, and Mewtwo made available for capture in Generation IV. Of course unlocking Cerulean Cave won't be easy, as it requires you to have all 16 badges. Cerulean Cave itself is a winding dungeon, so definitely stock up on Super Repels before attempting to navigate it. Additionally, you should have Pokémon with the moves Flash and Surf to get to Mewtwo's precise location on the basement floor of Cerulean Cave. Mewtwo appears at level 70.

Mewtwo’s Maximum Stats
Stat Max- Max Max+
HP - 250 -
Atk 162 180 198
Def 136 152 167
SpA 217 242 266
SpD 136 152 167
Spe 187 208 228

Mewtwo’s Moveset:
Psycho Cut (20 PP)
Amnesia (20 PP)
Power Swap 10 PP)
Guard Swap (10 PP)

Total PP = 60

Being a legendary Pokémon, one would expect Mewtwo to have a threatening moveset, but it turns out that the exact opposite has occurred. Psycho Cut is the only attack that deserves consideration due to its high critical hit ratio and the fact that it is the only move that can inflict damage to your Pokémon. However, it is coming from Mewtwo’s weaker Attack stat and only has 105 BP after STAB, so you shouldn't fret too much about it.

Once you're done with Mewtwo, simply use an Escape Rope to exit Cerulean Cave, or if you want to conserve items, there is a ladder that leads back to the entrance behind Mewtwo. Alternatively, if you have Pokémon with the moves Rock Smash and Rock Climb, you can go exploring Cerulean Cave and pick some nice items like Black Sludge and Dusk Stone on the basement floor, and others like a Thunderbolt TM on the upper floors.

Latios/Latias (Non-Event)

Latios and Latias are released as roaming Pokémon in Kanto, with Latios being exclusive to SoulSilver and Latias to HeartGold. They are released by obtaining the Copycat's Poké Doll from a man in the Pokémon Fan Club in Vermillion City (you must have spoken to the Copycat in Saffron City after returning the stolen Machine Part to the Power Plant before the man can give you the doll). Upon acquiring the Poké Doll and exiting the Pokémon Fan Club, Steven Stone will appear and notify you that Latios or Latias is roaming Kanto. If you plan on soft resetting or RNGing either of them, you must save inside the Pokémon Fan Club. Latios' and Latias' IVs and nature are determined once you leave the fan club and speak to Steven, not when you encounter it in the wild. When you encounter the Dragon that appears in your version, it will attempt to flee, so it's necessary to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag to keep it from doing so. Thanks to the Levitate ability, Arena Trap will prove ineffective.

Latios' or Latias' location can be tracked using the PokéGear map. When it is released, your Dragon will appear on a random route. Afterwards, each time you enter a different area that does not have a gate (brown building with green roof) and is not a cave, it will move to an adjacent route. Additionally, Flying to a new location will cause Latios or Latias to move to a random route. Therefore, you have to trap it on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes Cerulean City would be bestand move between the city and the routes next to the city until your Dragon arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully it moves to the same route. However, if Latios or Latias are at a route that has a gate as its entrance then you can just go to that route, and it will remain there so you can encounter it. For example, if Latios or Latias has moved to Route 9 and you’re in Cerulean City then you would move to either Route 4 or 5, since you have to enter Route 25 before you can enter the grass at Route 24, and if all goes well it will have moved to the same route.

Latios and Latias appear at level 35. Therefore, if your lead Pokémon is below level 35, you can use a Super Repel to avoid unnecessary wild battles, and they can be encountered in either grass or water.

Latios' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 70 78 85
Def 63 71 78
SpA 95 106 116
SpD 82 92 101
Spe 82 92 101

Latios' Moveset:
DragonBreath (20 PP)
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)

Total PP = 55

Refresh will cure Latios of any status conditions, so while facing Latios sleep should be your primary form of status. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios’s attacks will inflict more damage as the battle progresses if the stat decreases accumulate. DragonBreath can get annoying due to its 30% paralysis rate, and with 20 PP, it’s more than likely that your Pokémon will get paralyzed. Protect will just cause you to occasionally waste some PP. Furthermore, Protect will ruin the "one under" Speed strategy, so you may have to waste an additional turn to confirm its Speed.

Latias' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 63 71 78
Def 70 78 85
SpA 82 92 101
SpD 95 106 116
Spe 82 92 101

Latias' Moveset:
DragonBreath (20 PP)
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)

Total PP = 60

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. DragonBreath has an annoying 30% paralysis rate, so keep a few Full Heals in your Bag just in case.

Since Latios and Latias are roaming Pokémon, they retain any damage or status effect inflicted on it if you happen to flee from one of them and encounter it again later on. However, the PP of all of its moves will be fully restored upon your next encounter. Soft resetting for Latios or Latias is best done when it is initially released after you speak with Steven outside the Pokémon Fan Club, as opposed to re-releasing it by fainting it then defeating the Elite Four and repeating this process until you are satisfied with its IVs and nature. RNG abusing Latios or Latias, however, is a matter of personal preference and can be done at both the Pokémon Fan Club and Pokémon League with a similar level of difficulty.

Groudon/Kyogre

After nearly destroying Hoenn in RSE, Groudon and Kyogre have moved to their new home in Johto, Embedded Tower on Route 47. Groudon is exclusive to SoulSilver, while Kyogre is exclusive to HeartGold. To unlock Groudon or Kyogre you will need the Red or Blue Orb (in SoulSilver and HeartGold, respectively), which Mr. Pokémon gives you after you have defeated Red and obtained a Kanto starter Pokémon from Prof. Oak. Reaching the entrance to Embedded Tower requires that you have Pokémon with the moves Rock Climb and Surf. Luckily, Embedded Tower isn’t a winding multi-floor structure, but a simple cave with Groudon or Kyogre in the middle of the room. Groudon and Kyogre are found at level 50.

Groudon's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 153 170 187
Def 144 160 176
SpA 108 120 132
SpD 99 110 121
Spe 99 110 121

Groudon's Minimum Speed
Min- Min Min+
85 95 104

Groudon's Moveset:
Rest (10 PP)
Earthquake (10 PP)
AncientPower (5 PP)
Eruption (5 PP)

Total PP = 30 PP

Rest is a major issue, since Groudon will use it to fully restore its HP. Furthermore, Rest will remove any status condition inflicted on Groudon by inflicting it with sleep. However, this will provide you with two free turns to reduce Groudon’s HP, or to heal your own Pokémon. Earthquake is going to be inflicting a good amount of damage with its 150 BP due to STAB and Groudon's impressive Attack stat. AncientPower can make the capture more difficult if it manages to boost each of Groudon’s already impressive stats by 50%. Eruption can pose a threat due to the boost it gets from the perpetual sunlight (thanks to Groudon’s Drought ability), and the fact that Groudon can replenish its HP with Rest to use the attack at full power. Therefore, it may be wise to bring along a Pokémon with a move like Rain Dance to change the weather, especially if you're using Parasect or Breloom as your catcher. Rain Dance is recommended over Hail, since Groudon's HP will be reduced each turn for the duration of the weather, and Sandstorm should only be used if you are fighting Groudon with a Pokémon immune to the weather's damaging effects, lest the damage rack up too quickly. If you trade it over from a different game, Kyogre's Drizzle will even act as a foil to Groudon's Drought, putting the battlefield under perpetual rain. However, if used on the first turn, Kyogre must have a lower Speed stat than Groudon to have its weather take precedence.

Kyogre's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 108 120 132
Def 99 110 121
SpA 153 170 187
SpD 144 160 176
Spe 99 110 121

Kyogre's Minimum Speed
Min- Min Min+
85 95 104

Kyogre's Moveset:
Aqua Ring (20 PP)
Ice Beam (10 PP)
AncientPower (5 PP)
Water Spout (5 PP)

Total PP = 40

Aqua Ring will make Kyogre one of the most annoying captures, restoring its HP by 1/16 at the end of each turn means that keeping Kyogre’s HP at 1 will be impossible. Additionally, you will have to frequently attack Kyogre to ensure that it doesn’t accumulate too much HP. AncientPower can become a problem in the long run if by the 1 in 10 chance it manages to boost all of Kyogre’s stats by one stage. Water Spout can be destructive coming off Kyogre’s impressive Special Attack, especially if it makes use of it early in the match when it has most of its HP or if it manages to restore its HP with Aqua Ring. The fact that you’re playing under perpetual rain (thanks to Drizzle) doesn’t help the situation, since it boosts Water Spout’s damage by 50%. If Water Spout makes you too nervous, using Sunny Day will reduce its power whenever sunlight is in effect, and will reduce it to normal power at most, once the weather has cleared. Hopefully by this point, Kyogre's HP is at a lower point regardless. Sandstorm and Hail are not recommended, as even though Kyogre has Aqua Ring, they will chip away at its HP every turn. Furthermore, Sandstorm inflicts damage before Aqua Ring heals Kyogre, so it can KO Kyogre if its HP is too low. If you can trade one over, Groudon will also counter Kyogre's rain with its Drought ability, ensuring that Water Spout will always have its power reduced. That said, if it leads, Groudon will only summon sunlight if it is slower than Kyogre.

It may be tempting to use an attack like Taunt to prevent Groudon and Kyogre from using Rest and Aqua Ring respectively, but it would only cause them to start Struggling sooner due to their low total PP. When attempting to capture these two, remember to bring along about 30 or more Heavy Balls (the number of Balls depends on the number of Blk Apricorns you managed to accumulate) along with your stock of Dusk Balls. Net Balls are good backups if you’re facing Kyogre, especially if you lack Blk Apricorns to make Heavy Balls. Once you’ve captured your legendary, the Hiker standing outside will come in and mention that there may be a secret to Embedded Tower and to visit Prof. Oak to learn the entire story behind it. After he leaves, you can exit and use Fly to leave Route 47, but don’t forget to pick up the Wave Incense located on a sandy patch at the bottom of the cliff. Rock Climb is necessary to scale the cliff and reach the Incense.

Rayquaza

Rayquaza is located in Embedded Tower, in the same spot you found Groudon or Kyogre initially. Rayquaza will appear in Embedded Tower once you have acquired the Jade Orb from Prof. Oak, obtained only when you speak to him with both Groudon and Kyogre in your party. Therefore, you have to trade over a Groudon to your HeartGold or a Kyogre to SoulSilver before Prof. Oak will give you the Jade Orb. Furthermore, you cannot use Groudon or Kyogre from RSE; it must be one obtained from Embedded Tower. Rock Climb and Surf are required to reach the entrance to Embedded Tower. When you enter Embedded Tower, you’re automatically led straight to Rayquaza and it seems as though the battle will start instantly, but instead Rayquaza just lets out a cry and you’re back in control so you can save right in front of it (instead of outside Embedded Tower). Rayquaza appears at level 50.

Rayquaza's Maximum Stats
Stat Max- Max Max+
HP - 180 -
Atk 153 170 187
Def 99 110 121
SpA 153 170 187
SpD 99 110 121
Spe 103 115 126

Rayquaza’s Moveset:
Rest (10 PP)
Air Slash (20 PP)
AncientPower (5 PP)
Outrage (15 PP)

Total PP = 50

Rest is going to be a problem, as it forces you to reduce Rayquaza’s HP again after it's used, despite any prior damage you inflicted on it. Fortunately, Rest puts Rayquaza to sleep for two turns, so you have two free turns to do as you please while it takes a nap. Air Slash is going to inflict serious damage to most of the recommended catchers, and with a 30% flinch rate, expect to get annoyed at times while you attempt to catch Rayquaza. AncientPower is a minor problem because it can boost Rayquaza's stats by 50%, but only has a 10% chance of doing so. Outrage is definitely the move to watch out for when facing Rayquaza. With a Base Power of 180 after STAB, it will definitely make on impact on your Pokémon's HP. The main issue with Outrage, however, is that Rayquaza becomes confused after 2-3 turns of using it, so it can hurt itself (and potentially faint itself) before you can catch it. Furthermore, putting Rayquaza to sleep when it's using Outrage will immediately inflict it with confusion status.

Taunt is a good move to ensure Rayquaza can't use Rest to restore its HP, since it can be taught easily via TM to both Gallade and Mew. The confusion caused by Outrage can be handled in a few ways. One strategy would be to use Trick to give Rayquaza a Persim Berry, although this is only a one-time solution. For a permanent solution, you could bring a Pokémon with the ability Own Tempo, such as Slowpoke and Slowbro, and use Skill Swap to trade abilities with Rayquaza. Then, with Own Tempo as Rayquaza's ability, it will not get confused when using Outrage. Once you have captured Rayquaza, simply exit Embedded Tower and use Fly to leave Route 47.

Latios/Latias (Enigma Stone event)

Latios is obtainable in HeartGold and Latias is obtainable in SoulSilver through the Enigma Stone event. The Enigma Stone is an item that was given away over Nintendo Wi-Fi Connection from November 11, 2009 to January 11, 2010 for Japanese games and from July 31, 2010 to August 27, 2010 for other regions. Once you pick up the Engima Stone from a PokéMart, head over to Pewter Museum where you will meet Steven Stone. Then, the museum's researcher will take the Engima Stone and reveal that it is the Soul Dew. Once you obtain the Soul Dew from the researcher and leave the museum, Latios or Latias will appear before you. Whether you want to capture it the moment it appears is up to you, since you can leave and come back to it once you are fully prepared. Latios or Latias will be at level 40 when you confront it.

Latios' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 80 89 97
Def 72 81 89
SpA 108 121 133
SpD 94 105 115
Spe 94 105 115

Latios' Moveset:
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)
Zen Headbutt (15 PP)

Total PP = 50

Refresh will cure Latios of any status conditions, so while facing him, sleep should be your primary form of status; Latios can't use Refresh while asleep. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios's attacks will inflict more damage as the battle progresses if the stat decreases accumulate. Zen Headbutt's 20% flinch rate can be a nuisance if Latios outspeeds your Pokémon.

Latias' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 72 81 89
Def 80 89 97
SpA 94 105 115
SpD 108 121 133
Spe 94 105 115

Latias' Moveset:
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)
Zen Headbutt (15 PP)

Total PP = 55

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. Zen Headbutt can get annoying with a 20% flinch rate, as long as Latias outspeeds your Pokémon; otherwise, it's not a threat.

Dialga/Palkia/Giratina

After making their premiere in DPP, Dialga, Palkia, and Giratina make a return in HeartGold and SoulSilver in the Sinjoh Ruins to the north of Johto. The Sinjoh Ruins can only be reached through an event at the Ruins of Alph involving Arceus. To initiate the event, you must place Arceus at the head of your party and enter the Ruins Research Center. When you try to enter, the research director will exit and bump into you and notice Arceus, subsequently leading you into the Ruins of Alph; from here you will be transported to the Sinjoh Ruins. At first you will be inside the Sinjoh Ruins; once you exit you will meet a Hiker who will take you to a cabin located in front of the ruins where you will meet Cynthia, who also returns from her debut in DPP. Cynthia will explain how Arceus can create new life and wants to see it perform the feat inside the Sinjoh Ruins, so she leaves and waits for you inside the ruins. Before you head towards the ruins, you must deposit every Pokémon in your party, except for Arceus. There is a PC in the cabin, along with an old man and his Abra who can Teleport you back to the Ruins of Alph. Once you have deposited your Pokémon, head inside the Sinjoh Ruins, where Cynthia will lead you to the center of the Mystri Stage and explain how Arceus can create one of three Pokémon (Dialga, Palkia, or Giratina) based on the circle you select. The blue circle corresponds to Dialga, the purple circle to Palkia, and the red circle to Giratina. Once you select which Pokémon you want Arceus to create, a sequence of images will commence that concludes with Arceus creating an egg of the legendary Pokémon you selected. When the ritual is over and you have received your legendary Pokémon, the Unown will appear and you will be transported back to the inside of the Ruins of Alph. Dialga, Palkia, or Giratina is received at level 1 and comes with its respective orb attached; Palkia comes with the Lustrous Orb, Dialga with the Adamant Orb, and Giratina with the Griseous Orb. Note that the Sinjoh Ruins event is the only way to obtain the Griseous Orb—the item allowing Giratina to assume its Origin Forme—in HGSS.

The Arceus necessary for this event must be from a Nintendo Event or the one from the Hall of Origin in DPP. This event can be done twice to receive up to two of the three Sinjoh dragons. To activate the event again, you must use the either the Hall of Origin Arceus or one from a Nintendo Event, if you used the Hall of Origin Arceus the first time, then the second would require a Nintendo Event Arceus and vice-versa. Bring the Arceus to the Ruins of Alph, enter the ruins, and you will be transported back to the Sinjoh Ruins.

The following event Arceus unlock the Sinjoh Ruins event in HGSS: TRU (Toys R Us) Arceus, Movie Arceus, and MICHINA Arceus; for a list of the dates and locations these Arceus were distributed at look here. The aforementioned Arceus all activate the Sinjoh Ruins event in HGSS. Furthermore, the event is not region specific, so you can use any of the previous event Arceus in any HGSS game to unlock the event. However, you cannot repeat the event a second time with another of these event Arceus if you already used one of them the first time. For example if you used a MICHINA Arceus to unlock the event the first time, then you can't use a TRU Arceus to activate the event a second time.

Dialga's/Palkia's Maximum Stats
Stat Max- Max Max+
HP - 13 -
Atk 6 7 7
Def 6 7 7
SpA 7 8 8
SpD 6 7 7
Spe 6 7 7

Giratina's Maximum Stats (Origin and Altered Forme)
Stat Max- Max Max+
HP - 14 -
Atk 6 7 7
Def 6 7 7
SpA 6 7 7
SpD 6 7 7
Spe 6 7 7
 
Completed Pokemon entries:

Lugia
Ho-Oh
Articuno
Zapdos
Moltres
Mewtwo
Raikou
Entei
Suicune
Latios/Latias (roamers)
Groudon/Kyogre
Rayquaza
Latios/Latias (Enigma Stone event)
Dialga, Palkia, Giratina (single entry)

------------------------

Need to be completed:

-------------------------
 
Awesome guide. Just some things to think about.

- Saying that Dusk Balls work in caves too. Also if they work better in the Embedded Tower, not sure if they do.

- Tricking
--- Sashes
--- Leppa Berries

- Also, you may want to put minimum speeds in case people try to catch TR pokes.
 
*Edit* Disregard. However the Heavy Ball should be slightly more emphasized for Groudon.
I think 2 sentences is enough but I may add a little more to show the difference it makes.

Awesome guide. Just some things to think about.

- Saying that Dusk Balls work in caves too. Also if they work better in the Embedded Tower, not sure if they do.

- Tricking
--- Sashes
--- Leppa Berries

- Also, you may want to put minimum speeds in case people try to catch TR pokes.
Thanks Ditto. I like the trick idea I thinkI'll add it in Tricks of the trade, as for the Dusk Balls I'll edit that in because just saying they work in the darkness does seem vague and they should work in embedded tower since it technically is a dark area, but it never hurts to have confirmation. As for the minimum speeds I'd like to hear some more opinion on that before adding it in, if a some more people feel its a good idea or useful I'll add those in.
 
I should point out that you can get an Abra in the Goldenrod Game Corner for a mere 200 coin, making it one of the easiest --- and earliest --- Synchronizers to get. Plus you can soft reset the Game Corner, like you can previous games.

You cannot catch Natu/Xatu until you have Surf due to where the grass patch is in the Ruins of Alph. This makes its availability significantly less than Abra up until that point.
 
Good idea writing this up, even if it isn't finished yet.

This is kind of pedantic, but the games are called "HeartGold" and "SoulSilver," not "Heart Gold" and "Soul Silver." A quick find and replace should do this pretty quickly.

The ability to revive legendaries is excellent when you have to forcibly confront your box Pokémon; namely Ho-Oh and Lugia in Heart Gold and Soul Silver, respectively.

This sentence reads rather awkwardly, and omits the fact that you also have to release the legendary beasts to even get to Lugia or Ho-Oh. Though it's not a legendary, you might want to give a passing mention to the Red Gyarados (if not here, somewhere), since you have to either capture it or defeat it to advance the game, and it's somewhat "special" given its nature as a shiny.

Is the paragraph on Apricorn Balls in the Ball Capsules section useful?

I would say yes. Apricorn Balls were one of the things people were looking forward to when HG/SS were coming out, and as such, many will likely want to use them. Even if obtaining them is somewhat of a pain, the Tips and Tricks section for HG/SS (that will hopefully go on the site eventually) does detail the clock trick so people can get them more easily. It's far less tedious to collect them over a period of time, however, such as by collecting a few every day during downtime. I do have a couple other small fixes and suggestions:

The Heavy Ball, created from Black Apricorns,

This is admittedly silly, but there's no such thing as "Black" or "White" Apricorns. They are called "Blk Apricorns" and "Wht Apricorns."

Apparently in the fourth generation, Dive Ball has a 3.5x catch rate while on the water, which is useful for something like Lugia, though I don't know if this is verified. You should, however, list the Level Ball with your "Top Poké Ball Rates" section, since you mention it in the text, but it's absent from the list. Heavy Ball should be put in there somewhere (though I think you know this already), even though it works somewhat differently than all the others. Maybe put it after noting that Groudon and Kyogre have a catch rate of 5?

On that note, in the section of Poké Balls, I would add the locations for the Red, Wht, and Blk Apricorns, in lieu of noting where they can be bought (since they cannot be purchased in the game). User thebattlax made a post in the Tips and Tricks Thread with all the locations of the Apricorns. I would use these for your information:

Apricorns by Color: Both regions (Kanto locations will be bolded) (This is probably the most important one, if you can't fit the whole thing into the Tips and Tricks, use only this)
Blk Apricorns: Route 1, 31, 33, 37 (4)
Red Apricorns: Route 37, 44, Fuschia City (3)
Wht Apricorns: Route 38, Azalea Town, Pewter City (3)

You don't necessarily have to distinguish between Kanto and Johto, and I wouldn't go into as much depth as the rest of the post contents since it will begin to detract from the meat of the guide, and is also likely to be integrated into the Tips and Tricks article, thus causing redundancy. If anything, you can probably just plop this list in with little alteration as a quick "here's where you get Apricorns" and leave it at that.

Should the Entei and Raikou along with the Latios and Latias entries be merged to make the article more concise?

I would reorganize the Lati@s sections so that it is Latios/Latias (Level 35), then do a second section for Latios/Latias (Level 40), since the set-up, stats, and moves are all different. I don't know where you save during the Enigma Stone event, but it's probably at some point out of the ordinary, so it should be noted when you mention saving on the steps and before the roaming Latios/Latias if this is the case (though I recognize you have not yet reached this part). I would also put the Level 40 Latios/Latias section last in the guide, since they are technically activated by an event, and are chronologically the last to be available (since they're not available yet in English, and rumoured for next month).

Since Raikou and Entei have literally the exact same set-up, there is no point in having two "separate" paragraphs for them. I suggest what was done with the Dialga/Palkia section in the original D/P legendaries guide. In other words, have the set-up paragraphs, then list the two Pokémon's stats and moveset separately below. I would use this format for both Raikou and Entei, as well as Latios and Latias, since the former two are released at the same time, while the latter have a degree of version exclusivity.

You might want to make a note that Raikou and Entei (and for that matter, any roamers if they are re-released) have their spreads set at the same time (a couple frames apart, but this obviously isn't an RNG guide). So for the non-RNG player, that means that you should check all of them when they are regenerated, and getting a good Entei doesn't mean Raikou will be decent (really, if you get one good roamer, chances are the other will not be good at all). As far as I can recall, the roamers regenerate their PP if they flee/Roar you away, which is definitely a useful piece of information for the soft resetter to know. You might want to confirm this though, as it has been a while since I fought Raikou/Entei multiple times.

Also, it is technically "easiest" to get Raikou/Entei the first time around (if you can) since if they turn out to be bad, you only have to soft reset, whereas if you defeat them the first time, you have to go through the Elite Four each time you want to regenerate the roamers. Admittedly, it is harder to get the optimal set-up the first time around, but if you can, it is worth it.

To this end, you can catch Gastly pretty early on in the Sprout Tower at night, which gives you plenty of time to level it up for Mean Look, and it should come with Hypnosis. Night Shade can also function as the poor man's False Swipe if you get it up to a high enough level (I had a level 33 Gengar to whittle max HP Raikou down to some 2 HP or faint it, which indicated it was not worth my time). Not everyone can evolve it to Gengar however, and those who can are probably better off trading over a Master Ball instead of trying to use Mean Look when you can still get Roared away (even on the second turn sometimes). Hypnosis' accuracy is also not ideal, since if you miss, there's an opportunity for the beast to use Roar, and Gengar is also very frail (Haunter even more so). It's still an option for someone who wants to go after Raikou/Entei the first time though.

Roar will also throw off the "one under" Speed strategy, since it always moves last, so you should note that an additional turn is needed if the legendary Roars you away, or attempts to. As I recall, they will still move last if they attempt to Roar in their Sleep, but do not wake up.

As for the minimum speeds I'd like to hear some more opinion on that before adding it in, if a some more people feel its a good idea or useful I'll add those in.

It's harder to know if you have 0 Speed when doing a Trick Room Pokémon than it is for 31 Speed, due to the characteristic being a potential help with a 31. However, with all the advances in everything (RNG, and there is even an IV calculator in C&C which uses methods/RNG information to narrow down options, so if it ever gets hosted it will replace Metalkid's), it might be worth doing for some Pokémon, for reference's sake. Obviously Mewtwo and Raikou won't be going minimum Speed, but I guess something like Groudon might in Ubers. I really don't play enough to know would benefit from Trick Room; that would be something that you and others in this thread can figure out.

I admittedly didn't really read over the guide for spelling/grammar (just things that jumped out at me), but we have lots of good people here who can help you with that. Again, good work so far, and I hope this goes smoothly.
 
I should point out that you can get an Abra in the Goldenrod Game Corner for a mere 200 coin, making it one of the easiest --- and earliest --- Synchronizers to get. Plus you can soft reset the Game Corner, like you can previous games.

You cannot catch Natu/Xatu until you have Surf due to where the grass patch is in the Ruins of Alph. This makes its availability significantly less than Abra up until that point.
ok I'll make a note that you can get Abra at the game corner but honestly since you can no longer buy coins its a hassle to accumulate coins through the Voltorb Flip game and by the time you get a chance to use a synchronizer for a legendary you will have surf and natu are more easily obtained.

@Arceus: First, a big thank you for your comprehensive critique I knew my Pokegrammar sucked and thanks for pointing out the correct terms. Furthemore, i had a feeling the respective roamer sections could be merged I just found it odd to say Raikou/Entei repeatedly in a paragraph, but looking at the Dialga/Palkia seciton it makes sense. Furthermore, I am now going to do the same with Groudon/Kyogre. As for grammar, yeah I'll do a complete check and edit stuff once I have all the content down and I'm sure the GP team will do there own grammar checks.
 
Well every Pokemon now has an entry so the article is almost done, just have to go through it and check and fix some stuff, and I guess the GP team can start checking if they want.

Arseus: I decided to completely remove the Apricorn Balls from the Top Poke Ball rates since the Balls seem to effect a Pokemon Capture rate as opposed to having their own Ball Rate so it made no sense to have them in section talking about Poke Ball rates. Additionally, the Heavy Ball description has been expanded as it turns out to be a superior Poke Ball when catching the weather trio according to the Capture Formula.
 
Hello again, Nexus. I'm not a member of the GP team, but I did take a look over your article. Not comprehensive by any means, but hopefully it makes someone else's work easier. I have prepared two "versions" below: one with just the changes edited in, and a second which compares "my" version with your original, in case you want to see what I did. Nothing's really controversial, though I did add a couple remarks here and there (mainly the Groudon/Kyogre section, dealing with the weather). I sincerely hope I didn't introduce any new errors, though I obviously did my best not to!

Preparations

Capture Rate

Each legendary is assigned a numerical catch rate, as are all wild Pokémon. Essentially, the higher the Catch Rate, the higher the chance to capture. The Catch Rate is plugged into a formula, which determines whether the Pokémon will be captured or not. While the actual in-game formula is quite complex, Community Member X-Act has made a formula that produces nearly exact results. Note to always round down should you get a decimal.

(( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

Top Poké Ball Rates :

Master Ball : 255
Timer Ball (30+ Turns) : 4
Dusk Ball (In dark areas like caves or outside between the hours of 20:00 and 4:00) : 3.5
Net Ball (Against a Bug or Water type) : 3
Repeat Ball (Against previously caught Pokémon) : 3
Ultra Ball : 2
Great Ball : 1.5


A Master Ball catches any wild Pokémon without fail, though it may only be obtained once through Prof. Elm, or winning the lottery held at Goldenrod Radio Tower. Timer Balls begin at 1 and increase every 10 turns, with a cap of 4. Quick Balls begin at 4, and decrease every 5 turns with a low of 1. Although these Balls exceed the rate of the Dusk Ball, they are somewhat more circumstantial. All other balls have a catch rate of 1 against the legendaries. It is preferred to use either Dusk or Ultra Balls, keeping some Timer Balls in reserve.

Status#s :

Freeze : 10
Sleep : 10
Paralysis : 5
Burn : 5
Poison : 5
None : 1

As you can see, sleep is your best bet, due to the lack of reliable freeze moves. Paralysis is a much lower #, so sleep moves are preferred. You should never poison or burn the legend; this sets a time limit on the longevity of your legend's lifespan.

The catch rates of the legendaries are 3, except for Groudon and Kyogre who have a catch rate of 5.

Let's say we try and catch a Level 5 Max HP Magikarp with a Dusk Ball. Magikarp's Catch Rate is 255.

(1 + ((18*3 - 18*2) * 255 * 3.5 * 1)) / (18*3)) / 256

= ((1 + (18 * 255 * 3.5 * 1)) / 54) / 256
= ((1 + 18360) / 54) / 256
= (18361 / 54) / 256
= 340 / 256
= 1.1621817
Any decimal numbers were not shown, and simply rounded down.

So, if the end result is over 1, you have a 100% chance to capture the Pokémon. However, due to varying IVs, it is difficult to know the Max HP of the legendaries, let alone determine their current HP. The formula is simply here for reference, and a little bit of insight on why certain Balls or status effects are used.

Ball Capsules

Just like you wouldn't go into the woods without proper equipment, you can't expect to catch the legendary Pokémon in Johto and Kanto without being prepared. You'll need to stock up on Poké Balls, as explained above, Dusk being the most effective. These can be picked up at a few later-game PokéMarts, Safari Zone Gate, and Frontier Access. Furthermore, they are available before you fight your first stationary legendary. You'll want to have at least 50 Dusk Balls on you for each encounter, and there are 13 legendaries that are obtainable per game cartridge that are caught in Poké Balls (including event Pokémon). That totals 650 Dusk Balls, and you'll probably want to have at least 50 Ultra and/or Timer Balls in reserve.

Granted, it wouldn't be most cost effective to go out and buy 600 Poké Balls at once, so it is best to only carry around 100 Dusk Balls and 50 Timer/Ultra Balls at one time. This is great if say, Groudon is caught on the first Dusk Ball thrown, whereas Lugia takes 65. Timer Balls are a viable option if you are not battling in a cave, and if you wait long enough, which you typically shouldn't have to. Net Balls make capturing Suicune and Kyogre easier, and are therefore good substitutes for Dusk Balls when capturing these Pokémon. For Ho-Oh, Suicune, Latios, Latias, Zapdos, Raikou, and Entei you'll have to wait until between 20:00 and 4:00 on your DS clock for the Dusk Balls to work to their full potential, but you can always change the time on the DS clock if you would rather not wait. However, the remaining legendaries are found in caves, so Dusk Balls function at their maximum capability when used on them. Alternatively, if you own a copy of Pokémon Emerald and a DS/DS Lite system, you can use the Battle Tower cloning glitch to produce multiple Master Balls and transfer them to your HeartGold or SoulSilver through the Pal Park in Fuchsia City. Furthermore, in HG/SS the 24-hour limit on migrating does not exist, so you can transfer as many Master Balls as you like without having to wait a day after each migration.

Being remakes of the original Gold and Silver, HeartGold and SoulSilver revived the concept of Apricorn Balls. There are 7 Apricorn Balls in total, but the most useful ones for capturing legendaries would be Fast and Level Balls. The Apricorn Balls function differently than other Poké Balls by directly affecting a Pokémon's catch rate. The Fast Ball is crafted from the Wht Apricorn and multiplies a Pokémon's catch rate by 4 when it's used on Pokémon with base 100 or greater Speed. Therefore, the Fast Ball is definitely a Poké Ball to consider stocking up on when preparing to catch a legendary, especially the roamers, who meet the Speed requirement necessary to use the Fast Ball to its full potential. The Level Ball is created from the Red Apricorn and its effectiveness depends on the level difference between the legendary you are facing and the Pokémon you have out. At most, the Level Ball will multiply the capture rate of a legendary by 4; when the difference in level between the Pokémon you have out and the one you're facing is greater than half of your Pokémon's level, which includes the following legendaries (for the rest it will only multiply their capture rates by 1 or 2): Suicune, Entei, Raikou, Ho-Oh (HeartGold), Lugia (SoulSilver), Latios, and Latias. The reason that the Level Ball's Rate is 4 when used on the aforementioned legendaries is that their levels are below 50, with the highest being 45 for Ho-Oh and Lugia in their respective versions, so all you have to do is use a Pokémon with level 91+ to achieve a Ball rate of 4 against any of these legendaries. The Heavy Ball, created from Blk Apricorns, deserves a mention due to the Hoenn weather trio. The Heavy Ball adds 20 to a Pokémon's catch rate if it weighs more than 451.5 lbs, 30 if it weighs more than 677.3 lbs, and 40 if it weighs over 903.0 lbs. Groudon, being the heaviest Pokémon in the current PokéDex (weighing over a ton), brings out the Heavy Ball's full potential, which makes capturing Groudon much simpler by adding 40 to its catch rate. Kyogre is heavy enough that the Heavy Ball adds +30 to its catch rate and Rayquaza gains + 20 on its catch rate

While the Apricorn Balls may be useful for capturing legendaries, they are also more difficult to obtain than typical Poké Balls. Kurt can only make one type of Ball a day and Apricorn trees only produce one Apricorn a day. Although, you can resolve these problems by changing the DS clock if you would like to speed up the process and assemble a large collection of Balls. For a list of where to find Apricorns look here.

The Synchronizer

After you get yourself some Balls, you'll want to get a Synchronizer. "What's a Synchronizer?" you may ask. Well, when you have a Pokémon with the Synchronize in the first slot of your party, all wild Pokémon have a 50% chance of inheriting the nature of that Pokémon. An even better trait is that the Pokémon doesn't have to be alive for Synchronize to work its magic, so you can have a fainted Synchronizer at the start of your party, and the effects are intact. This way, you can have an increased chance of getting the nature you want, which is something you'll have to decide on your own; it is a trainer's personal preference on what nature to use. Refer to the analyses in the SmogonDex for ideas if you're stuck.

Now, where will you find these Pokémon that Synchronize? Well, the list of all Pokémon that can have this trait is as follows:

Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, and Gardevoir

Natu is the most common Synchronizer found in the wild (in the Ruins of Alph), although you will need to go through a section of Union Cave and use Surf to access the area they are found in. Abra will probably be the first Synchronizer you run into on Route 34, and subsequently on Route 5, Route 6, Route 8, Route 24, Route 25, Route 35, and the Safari Zone. Furthermore, you can purchase Abra at Goldenrod Game Corner for 200 coins and you can soft reset for its nature and ability. Kadabra makes its home on Route 8 and in Cerulean Cave. Espeon and Umbreon can be obtained by evolving the Eevee given to you by Bill in Goldenrod City. After obtaining the National Dex you will have access to Ralts, who is found on Route 34 as a Swarm Pokémon. Finally, Mew is obtained through Nintendo events. Furthermore, it is worth noting that aside from Mew, Umbreon, and Espeon, the aforementioned Pokémon have two Abilities, so you may not always get Synchronize and the nature you want simultaneously.

After obtaining the National PokéDex and access to Kanto (which you will need to catch a majority of the legendaries in HG/SS), it is considerably easier to get Synchronizers. You can soft reset at the Game Corner Prize Shop in FireRed/LeafGreen for Abras, or transfer over Synchronizers you had in the previous generation for catching non-legendaries in Emerald.

The Catcher

Get your Synchronizer, and unless you are planning on transferring over unlimited Master Balls from your previous generation games, you'll probably need a good capturing Pokémon to complement it. What makes a good capturing Pokémon? A Pokémon that can learn both a reliable sleep move (60 Accuracy and up) and False Swipe (a TM found in the Goldenrod Department Store that keeps the wild Pokémon at 1 HP if it would have fainted) will do nicely. Although the legendaries aren't going to be crippled by False Swipe, it's still great to get the HP of the legends' as low as possible before throwing your Balls. A list of Pokémon that meet the above criteria is as follows:

Paras, Parasect, Mew, Breloom, and Gallade

Parasect is probably the easiest to obtain, but you must get it up to a very high level, with an Attack-boosting nature. If you do end up using Parasect, make sure you obtain it in the fourth generation, to ensure it has the ability Dry Skin, rather than Effect Spore, which could give the legendary an undesired status ailment. Mew only learns Hypnosis via Pokémon XD and My Pokémon Ranch, and Gallade can only learn Hypnosis while it is Ralts or Kirlia, and False Swipe only once it is evolved into Gallade. However, Gallade also learns Mean Look as an egg move, so it can be used to trap the runners as well. Breloom is a good option as well, learning Spore, the most accurate Sleep move available. However, you must breed False Swipe onto it as an egg move, and, like Parasect, avoid the Ability Effect Spore. In conclusion, Gallade is probably the best; it's just a bit of a pain to get Ralts/Kirlia a high level to get Hypnosis, and even more of a pain to get a male one in the first place. Mind you, your catcher should at a high level anyway—hopefully level 70+, since the highest level of any in-game legendary is 70.

The "One Under" Pokémon

An optional Pokémon that you may wish to take with you is the "one under" Pokémon. This is a Pokémon that has a Speed stat one point below the maximum of the legendary you're trying to catch. This is for the Pokémon you really need to have reach a certain speed. It isn't the wisest choice to bring one of these along for every legendary however; the "one under" Pokémon can be a pain to get, but it will be worth it if you don't have Master Balls. The idea is to switch your Synchronizer to the "one under" (or if your Synchronizer has been fainted just start of with the "one under"), then have the latter use an attack. If the legendary goes first, switch to the capture Pokémon and continue the battle. If not, reset. This "one under" should either be of a high level or be holding a Focus Sash (which can be obtained from the Winner's Path Pokéwalker course, the Battle Frontier, or as a gift from your mother when you allow her to save your money).

If you are going for a defensive legendary who is not concerned about outspeeding certain threats, then you may wish to go for a different variation of the "one under" Pokémon that uses Endeavor. Endeavor is a move that takes the foe's Pokémon's HP down to the HP the Endeavor user currently has, but fails if the Pokémon using Endeavor has more HP than its target. This can be abused by giving your Endeavor Pokémon 1 less HP than the maximum HP of the legendary you are going for. If your "one under" Pokémon's Endeavor attack fails, then you know that the legendary you are fighting does not have the amount of HP you are looking for, so you can reset without having to capture it. If Endeavor takes the legendary's HP down, then you know it is fine to resume trying to capture it. However, this Pokémon must also be faster than the legendary, so it does not risk taking damage, which would result in a false positive.


Other Items and Pokémon

Take another stop at a PokéMart; you'll want to buy a few Revives and Hyper/Max Potions or Full Restores if you're far enough in the game. Revives are also found in the when using Rock Smash, along with their more powerful variant, Max Revives, but only in Ruins of Alph. These are mainly for keeping your main capture Pokémon alive, as well as the remainder of your party. About 30 Super Repels are almost mandatory too (these are actually more cost effective than Max Repels). Five or so Escape Ropes are good to have for Pokémon like Articuno and Lugia, who are found deep within caves. You should always bring a team of 3 high-levelled Pokémon (the other two are HM slaves, but leveling them up is great) with your Synchronizer in the lead. The only exceptions are when you are catching any of the runners. In this case, you could use Wobbuffet in your first slot in order to trap them, or use Mean Look Gallade (this is recommended, as Gallade is an excellent catcher).


Reviving Legendaries

A feature introduced in Platinum has been brought back in HeartGold and SoulSilver on a much larger scale: the ability to revive legendaries after you have fainted them or ran from the battle. This ability applies to every legendary that you can capture in a Ball, including the Engima Stone event Latios/Latias. However, you will have to defeat the Elite Four every time you wish to revive any legendaries you have fainted/ran from prior to defeating the Elite Four. Most of the legendaries will reappear in the location at which you encountered them (ex: Ho-Oh at Bell Tower and Lugia at Whirl Islands). However, Suicune will reappear at Burned Tower. The roamers will not reappear that the location you at which you released them (Raikou and Entei at Burned Tower, Latias/Latios after leaving the Pokémon Fan Club and talking to Steven); instead, they will reappear roaming Johto/Kanto, and you can only faint them to revive them after beating the Elite Four. Furthermore, the IVs and nature of the revived legendaries are not set to the ones they had when you fainted them. For example, if Raikou had the arbitrary nature and IVs combination of Modest nature and 13/21/6/5/0/28 while roaming Johto and you faint it and revive it by defeating the Elite Four, it can reappear roaming Johto with a different nature/IVs combination. Finally, the all the roamers' IVs and natures are generated at the same time when they are re-released after defeating the Elite Four. In other words, if you faint both Raikou and Entei the first time around, both of the legendary beasts will be revived with new IVs and natures upon defeating the Elite Four.

The ability to revive legendaries is most useful when you have to forcibly confront your box Pokémon—Ho-Oh and Lugia in HeartGold and SoulSilver, respectively. Instead of having to spend time preparing to catch your legendary, you can simply flee or faint them and return at a later point in the game when you have the time to prepare and access to more functions like the Pal Park. Of course prior to confronting Ho-Oh or Lugia you had to release the legendary beasts from Burned Tower, so this feature could prove useful if you didn't want to waste time capturing them at that point in the game. Nonetheless, it is easier to soft reset or RNG them at Burned Tower, since it gets tedious having to defeat all the members of the Elite Four and Lance every time you want to re-release the Raikou/Entei. The Red Gyarados, while not a legendary Pokémon, can also be revived through this method, which is useful since you're forced to battle it to progress through the story and you may not wish to waste time soft resetting or RNG at that time. This feature also acts a safety measure to ensure that you don't lose any legendaries you accidentally faint or flee from without saving prior to encountering them.

Tricks of the Trade

Before you go after even your first legendary keep in mind a couple tips:

Always save before the legendary. For Raikou and Entei, save before stepping off the second set of stairs in the basement floor of Burned Tower, where they are located. For the roaming Latios and Latias (in HeartGold and SoulSilver, respectively), save before leaving the Pokémon Fan Club after obtaining the Poké Doll.

Check the stats in the legendary's section before you save, and after you compare the stats and are interested, check them with Metalkid's IV Calculator. You can use some Rare Candies and record the stats for each level if you wish, but for legendaries this is generally not necessary due to the higher base stats.

Learn about Characteristics, as they can usually help you determine the exact IV of at least one stat when combined with an IV calculator and the stat list.

Make sure you have a maximum of five Pokémon in your party whenever you are about to fight a legendary. This allows you to check the nature and stats of your legendary while it is in your party, saving you a trip back to a Pokémon Center to check Bill`s PC.

Keep realistic expectations if you are soft resetting your legendary. If you're only willing to accept a legendary with quadruple 31 IVs, you could be there for a very long time. Although, you can remedy this problem by RNG abusing your legendary, which allows you to control its nature and IVs to an extent. Information on PRNG manipulation can found here.

Watch the HP bars if you're not using Master Balls. Compare the approximate damages done by your Pokémon to the HP of the legendary once you've caught it, and vice-versa, with the legendary's Attack/Special Attack. This should help you out; if you do too much damage on a defensive legendary, you can reset without the battling process. The same goes for if an offensive one doesn't do enough damage to you.

If a legendary runs out of Power Points for all its moves, it will use the move Struggle. Struggle is a typeless attack that causes 25% recoil of the user's maximum HP. So once a legendary starts to Struggle, it isn't long for this world, especially if you have previously used False Swipe to lower it to 1 HP.

Having a Pokémon with the move Trick can be useful by giving the legendary your facing items. Tricking a Leppa Berry, for example, onto legendaries with attacks that have low PP ensures that you have a few more turns before they start Struggling. Tricking an item like Focus Sash, allows you to bring down the legendary Pokémon's HP to 1 with a single powerful attack; instead of wasting turns slowly reducing its HP with a weak attack like False Swipe.

Catching the Legends

Now that you have some more knowledge, or at least something to reference, get out a piece of paper and a pencil. Be prepared to make a tally mark every time a legendary uses a move, and put two marks if your Pokémon has the Ability Pressure. This will be used to reference the amount of PP the legendaries have before Struggling, which is listed in this section. Note that if your sleep-inducing Pokémon is slower than the legendary, it will use a PP (or two with Pressure) the turn it is put to sleep; and of course it still uses PP the turn it wakes. PP is not used up while the legendary is asleep.

The order you catch these legendaries is a matter of personal preference and availability, as certain legendaries become available after you've completed specific tasks, such as obtaining the National PokéDex or defeating Red. That said, you should attempt the lower-levelled legendaries first and work your way up. The roamers would be best left for later, since you have to go through the hassle of getting them to appear in the area you are in and then prevent them from fleeing.

HG/SS legends:

Lugia

Lugia is the mascot for SoulSilver, and is the first stationary legendary you will encounter in that game. It is located deep in the Whirl Islands; specifically, the island located on the upper east, and can only be reached (in SoulSilver) by receiving the Silver Wing from the director of the Goldenrod Radio Tower and obtaining the Tidal Bell after defeating the Kimono Girls. However, in HeartGold you only need the Silver Wing, given to you by a man in Pewter City, to gain access to Lugia. The Whirl Islands can get confusing so it's best to bring along plenty of Super Repels and a Pokémon that knows Flash to make navigating through the caves much easier. Lugia appears at level 45 in SoulSilver and level 70 in HeartGold.

Lugia's Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 89 99 108
Def 121 135 148
SpA 89 99 108
SpD 141 157 172
Spe 105 117 128

Lugia's Moveset (Level 45)
Extrasensory (30 PP)
Rain Dance (5 PP)
Hydro Pump (5PP)
Aeroblast (5 PP)

Total PP = 45

Aeroblast is definitely the move to watch out for when battling Lugia, since it is super effective against most of the Pokémon recommended as catchers—the only one that doesn't share the weakness being Mew—and possesses a high critical hit rate. Extrasensory can be annoying if it manages to flinch your Pokémon, although with a 10% chance of that happening, you shouldn't agonize over it.

Lugia's Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 136 152 167
Def 187 208 228
SpA 136 152 167
SpD 217 242 266
Spe 162 180 198

Lugia's Moveset (Level 70)
Aeroblast (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard is one of the new additions to Lugia's repertoire that you should watch out for. Safeguard prevents you from inflicting a status condition upon Lugia for five turns while Lugia wastes more PP and gets closer to Struggling. AncientPower can be a pain if it manages to boost Lugia's stats, but with only a 10% chance of that happening you shouldn't worry too much about it.

In SoulSilver, when you are up against Lugia there isn't any strategy to capturing Lugia besides whittling down its HP and inflicting it with paralysis or sleep. However, in HeartGold it would be best to simply paralyze Lugia from the start of the battle to make Safeguard useless. Using Taunt to prevent Lugia from using Safeguard is tempting, but Lugia has such low PP that it would only cause Lugia to Struggle sooner. Once you've finished with Lugia you can just use an Escape Rope and exit the cave or explore the Whirl Islands and pick up some of the items lying around, such as a Rare Candy and Max Elixir.

Ho-Oh

Ho-Oh is the star of HeartGold. The Rainbow Pokémon is located high above the clouds atop the sacred Bell Tower. To reach Ho-Oh in HeartGold, you will have to acquire the Rainbow Wing from the manager of the Goldenrod Radio Tower and the Clear Bell from the Kimono Girls. In SoulSilver, you only need the Rainbow Wing, given to you by an old man in Pewter City, as the Clear Bell is unobtainable. The Bell Tower itself is a winding 10-floor maze so definitely pack a good number of Repels, but unlike the Whirl Islands, you will not need any HMs or TMs to navigate it. Ho-Oh appears at level 45 in HeartGold and at level 70 in SoulSilver holding a Sacred Ash in both games.

Ho-Oh's Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 121 135 148
Def 89 99 108
SpA 105 117 128
SpD 141 157 172
Spe 89 99 108

Ho-Oh's Minimum Speed
Min- Min Min+
77 86 94

Ho-Oh's Moveset (Level 45)
Extrasensory (30 PP)
Sunny Day (5 PP)
Fire Blast (5 PP)
Sacred Fire (5 PP)

Total PP = 45

Sacred Fire is worth worrying about because of its 50% burn rate, so it will most likely be burning your Pokémon, reducing the damage done by your physical attacks by 50% and wearing down your Pokémon faster. Furthermore if "the sunlight is strong" (thanks to Sunny Day), then Sacred Fire will be inflicting 50% more damage along with its STAB. Fire Blast is worth watching out for due to its sheer power, especially if the sun is shining brightly, and the fact that it can burn your Pokémon as well (even if it is a measly 10% chance).

Ho-Oh's Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 187 208 228
Def 136 152 167
SpA 162 180 198
SpD 217 242 266
Spe 136 152 167

Ho-Oh's Minimum Speed
Min- Min Min+
117 131 144

Ho-Oh's Moveset (Level 70)

Sacred Fire (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard prolongs the battle if you are planning on putting Ho-Oh to sleep and lets it waste more PP. AncientPower is a latent threat, which you should only worry about if it manages to boost Ho-Oh's stats. Sacred Fire is still a major threat that is carried over from Ho-Oh's level 45 set, just without the possible boost from Sunny Day.

Unlike Lugia, Ho-Oh is outside, so if you are planning on using Dusk Balls, then you will have to wait until 20:00 – 4:00. When confronting Ho-Oh, remember to bring along a few Full Heals and Full Restores to take care of any burns you may suffer. Once you're done with the Rainbow Pokémon, you can simply use Fly to leave Bell Tower or if you forgot to bring along a Pokémon that can use Fly, you can use an Escape Rope.

Articuno

After being excluded from the original Gold and Silver, Articuno makes a return in HGSS in a place you may remember from the good old days of RBY and later on in FRLG. Articuno makes its home in the Seafoam Islands on Route 20, specifically on the lowest floor of the Islands, and only appears after you have obtained all 16 badges. Definitely pack some Super Repels when you're planning on going for the Freeze Pokémon, since it is a long way down to the bottom. Furthermore, you will encounter trainers as you make your way to Articuno, so it would be a good idea to bring along a few Pokémon at level 60+ to defeat them. The move Strength is necessary if you're entering the Seafoam Islands from the left of Route 20 (where the entrance to Cinnabar Gym is located); otherwise, you do not need it. Articuno appears at level 50.

Articuno's Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 94 105 115
Def 108 120 132
SpA 103 115 126
SpD 130 145 159
Spe 94 105 115

Articuno's Moveset:
AncientPower (5 PP)
Agility (30 PP)
Ice Beam (10 PP)
Reflect (20 PP)

Total PP = 65

There isn't much to worry about when facing Articuno. Reflect will reduce the damage done by your physical attacks, so if you're using False Swipe to reduce Articuno's HP to 1, you will spend more turns trying to get the job done. Agility will give it the opportunity to outspeed your Pokémon and waste one more PP before you can put it to sleep if that is your strategy. AncientPower can be annoying if it manages to provide Articuno with some boosts.

Once you have captured Articuno, just use an Escape Rope to exit the Seafoam Islands.

Zapdos

Zapdos returns to Kanto after being left out of the original Gold and Silver in the same location it had in RBY and FRLG. Zapdos appears outside the Kanto Power Plant after you have obtained all 16 badges. Reaching this legendary bird Pokémon won't be as daunting as getting to its counterparts; simply spray a Super Repel and Surf down the river next to the Rock Tunnel on Route 10. Zapdos appears at level 50.

Zapdos' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 99 110 121
Def 94 105 115
SpA 130 145 159
SpD 99 110 121
Spe 108 120 132

Zapdos' Moveset:
AncientPower (5 PP)
Charge (20 PP)
Agility (30 PP)
Discharge (15 PP)

Total PP = 70

Discharge can be a pain with its 30% paralysis rate, and its power increases if Zapdos uses Charge on the previous turn. As usual, AncientPower is only an issue if it manages to boosts Zapdos' stats. Agility adds to the difficulty by making Zapdos even faster than its respectable base 100 Speed allows, but becomes a free turn when Zapdos has reached its maximum +6 Speed boost.

Remember to bring a few Full Heals and Full Restores to deal with any paralysis Zapdos may induce on your Pokémon. Another thing to keep in mind is that Zapdos is that since Zapdos is outside, unlike the other two Kanto birds, you're going to have to wait until 20:00 – 4:00 to use Dusk Balls to their full capacity. Once you've captured Zapdos simply use Fly to leave the Power Plant.

Moltres

Moltres makes an appearance in HeartGold and SoulSilver along with the other two legendary birds, and following tradition, it has been moved to a new area. Moltres has been relocated to a cave above a waterfall in the entrance of the scenic Mt. Silver, and just like the other two legendary birds, to encounter Moltres you must possess all 16 badges. Furthermore, you will need the moves Surf, Rock Climb, and Waterfall to reach Moltres's exact location in Mt. Silver. Moltres is at level 50 when you encounter it.

Moltres' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 108 120 132
Def 99 110 121
SpA 130 145 159
SpD 94 105 115
Spe 99 110 121

Moltres' Moveset:
AncientPower (5 PP)
Flamethrower ( 15 PP)
Safeguard (25 PP)
Air Slash (20 PP)

Total PP = 65

AncientPower can pose a problem if the AI gets lucky with the boost, but it shouldn't be your immediate concern. Safeguard prevents you from inflicting sleep on Moltres consistently and prolongs the battle, which can cause Moltres to Struggle. Air Slash is definitely a move tokeep in mind when battling with the Flame Pokémon, as it is super effective on almost every Pokémon suggested in the as a catcher. The 30% flinch rate it has doesn't help the situation either, but only applies if Moltres is faster than your Pokémon.

Paralyzing Moltres at the start of the battle would be a good strategy to avoid wasting turns with Safeguard and slowing it down so it can't flinch your Pokémon. Once you're done with Moltres you can use an Escape Rope to leave Mt. Silver, and don't forget to pick up an Expert Belt in a small cave you passed by on your way to Moltres if you haven't taken it yet.

Mewtwo

After being absent from Gold and Silver, Cerulean Cave has been restored in HGSS, and Mewtwo made available for capture in Generation IV. Of course unlocking Cerulean cave won't be easy, as it requires you to have all 16 badges. Cerulean Cave itself is a winding dungeon, so definitely stock up on Super Repels before attempting to navigate it. Additionally, you should have Pokémon with moves Flash and Surf to help getting to Mewtwo's precise location on the basement floor of Cerulean Cave. Mewtwo appears at level 70.

Mewtwo's Maximum Stats
Stat Max- Max Max+
HP - 250 -
Atk 162 180 198
Def 136 152 167
SpA 217 242 266
SpD 136 152 167
Spe 187 208 228

Mewtwo's Moveset:
Psycho Cut (20 PP)
Amnesia (20 PP)
Power Swap (10 PP)
Guard Swap (10 PP)

Total PP = 60

Being a legendary Pokémon, one would expect Mewtwo to have a threatening moveset, but it turns out that the exact opposite has occurred. Psycho Cut is the only attack that deserves consideration due to its high critical hit ratio and the fact that it is the only move that can inflict damage to your Pokémon. However, it is coming from Mewtwo's weaker Attack stat and only has 105 BP after STAB, so you shouldn't fret too much about it.

Once you're done with Mewtwo, simply use an Escape Rope to exit Cerulean Cave, or if you want to conserve items, there is a ladder that leads back to the entrance behind Mewtwo. Alternatively, if you have Pokémon with the moves Rock Smash and Rock Climb you can go exploring Cerulean Cave and pick some nice items like Black Sludge and Dusk Stone on the basement floor and others like a Thunderbolt TM on the upper floors.

Raikou/Entei

Raikou and Entei are found in the basement of Burned Tower alongside the other legendary beast, Suicune. Once you reach the bottom of the second set of stairs, Raikou and Entei will run away from you and start roaming Johto. Raikou and Entei's natures and IVs are set when you approach them at Burned Tower and all the beasts flee, not when you encounter them in the routes of Johto. Furthermore, the IVs and natures of Raikou and Entei are determined simultaneously, so just because you got a good nature/IV combination for Raikou does not mean that Entei will share the same quality. Note that a Synchronizer will not work on any of the roaming beasts. To add to the challenge, each time you encounter Raikou/Entei it will attempt to flee at the start of the battle, so be sure to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag or Arena Trap at the head of your party.

Once Raikou and Entei are roaming Johto, you can track them using the built-in map on the PokéGear. Raikou/Entei will move to an adjacent route every time you enter a different area; however, this only applies when you enter an area that does not have a gate (brown building with green roof) as its entrance, entering a cave also does not cause Raikou/Entei to move. Additionally, Flying to a new location will cause Raikou/Entei to move to a random route. Therefore, you have to trap Raikou/Entei on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes, such as Mahogany Town, and move between the town and the routes next to the town until Raikou/Entei arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully Raikou/Entei moves to the same route. If Raikou/Entei is at a route that has a gate as its entrance, then you can just go to that route and Raikou will remain there so you can encounter it. For example, if Raikou/Entei has moved to Route 44 and you're in Mahagony Town then you would move to Route 42 and if all goes well Raikou/Entei will have moved to the same route, but if Raikou/Entei is on Route 43 (which has a gate as its entrance), then just go through the gate to enter the route and Raikou will still be there.

Luckily, Raikou/Entei has a high encounter rate whenever you're both in the same route and it can appear in grass or water, so if it's on a route with water you can Surf to find it. Raikou/Entei is at level 40, so if your lead Pokémon is below level 40, you can use a Super Repel to have Raikou appear quickly; otherwise, search the area until it appears.

Raikou's Maximum Stats
Stat Max- Max Max+
HP - 134 -
Atk 76 85 93
Def 69 77 84
SpA 98 109 119
SpD 87 97 106
Spe 98 109 119

Raikou's Moveset:
Roar (20 PP)
Quick Attack (30 PP)
Spark (20 PP)
Reflect (20 PP)

Total PP = 90

Roar will make this a tough capture since it can end the battle instantly and force you to hunt down Raikou again for another chance. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Raikou has the Speed you want. Reflect can be annoying by prolonging the battle since it reduces the damage done by your physical attacks, making it harder to whittle down Raikou's HP with False Swipe. Spark can be annoying with its 30% paralysis rate, but other than that it doesn't pose a significant threat.


Entei's Maximum Stats
Stat Max- Max Max+
HP - 154 -
Atk 98 109 119
Def 76 85 93
SpA 80 89 97
SpD 69 77 84
Spe 87 97 106

Entei's Moveset:
Roar (20 PP)
Fire Spin (15 PP)
Stomp (20 PP)
Flamethrower (15 PP)

Total PP = 70

Roar is definitely the move to watch out for, as it forces you to flee and going through the process track Entei again. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Entei has the Speed you want. Fire Spin and Stomp are the more annoying attacks as one reduces your Pokémon's HP every turn and the other flinches your Pokémon 30% of the time, respectively.

When facing Raikou/Entei, you will definitely want a way to neutralize Roar. One way is to use Taunt, which Gallade and Mew can learn via TM, to stop it from using the attack for a few turns. Furthermore, Taunt prevents Raikou from using Reflect to weaken your Pokémon's attacks. Should something happen that you have to end the battle with Raikou/Entei before you can catch it, do not worry; any damage or status you may have inflicted on it will still be present come your next encounter. Fortunately, its PP will be fully restored on your next encounter, so you don't have to worry if the first battle you had with Raikou/Entei was a long one.

Finally, if you're planning on soft resetting Raikou/Entei, it is easier to do so the first time you release from Burned Tower than by re-releasing them by defeating the Elite Four. To this end, you can capture a Gastly early on at Sprout Tower at night, level it up to learn Mean Look and Night Shade (Night Shade inflicts set damage so its good for gauging Raikou/Entei's HP and ensuring that they aren't KOed accidentally), and it should come with Hypnosis. By the time you get release the beasts you should have been able to level up Gastly to a high enough level and it should be a Haunter or Gengar, if you are capable of trading with someone. That said, the Gastly line is frail and Hypnosis does have low accuracy, so it won't be an easy capture, but at this point this is one of the best set ups you can have unless you have access to a Master Ball by trading. RNG abusing Raikou/Entei, however, can be done initially at Burned Tower or at the Pokémon League with relative ease, but you may need a Pokémon like the aforementioned Gastly to ensure you did it successfully at Burned Tower.

Suicune

Suicune resides in the basement of Burned Tower, and like in Pokémon Crystal Version, seems to have a general interest in the main character. Like Raikou and Entei, Suicune will flee from Burned Tower when you approach it, but unlike the other beasts, Suicune will appear before you in the overworld multiple times through out the game. The instance where Suicune appears being: on a ledge on the north side of Cianwood City, behind a small tree on Route 42, on the water in Vermilion Harbor, on the water on Route 14, and finally on top of the hill at the end of Route 25. Suicune will remain atop the hill on Route 25 and give you the opportunity to catch it. Suicune is at level 40 when you finally battle it.

Suicune's Maximum Stats
Stat Max- Max Max+
HP - 142 -
Atk 69 77 84
Def 98 109 119
SpA 80 89 97
SpD 98 109 119
Spe 76 85 93

Suicune's Moveset:
Rain Dance (5 PP)
Gust (35 PP)
Aurora Beam (20 PP)
Mist (30 PP)

Total PP = 90

There isn't anything noteworthy about Suicune's moveset, so it shouldn't give you any problems while you're trying to catch it. Once you've dealt with Suicune, Eusine will accept that you were the one meant to catch Suicune instead of him, and leave.

Latios/Latias (Non-Event)

Latios/Latias is released as a roaming Pokémon in Kanto, with Latios being exclusive to SoulSilver and Latias to HeartGold. Latios/Latias is released by obtaining the Copycat's Poké Doll from a man in the Pokémon Fan Club in Vermillion City (you must have spoken to the Copycat in Saffron City previously before the man can give you the doll). Upon acquiring the Poké Doll and exiting the Pokémon Fan Club, Steven Stone will appear and notify you that Latios/Latias is roaming Kanto. If you plan on soft resetting or RNG Latios/Latias, you must save inside of the Pokémon Fan Club. Latios/Latias' IVs and nature are determined once you leave the fan club and speak to Steven, not when you encounter it in the wild. When you encounter Latios/Latias, it will attempt to flee, so it's necessary to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag to keep it from doing so. Thanks to the Levitate Ability, Arena Trap will prove ineffectual.

Latios/Latias' location can be tracked using the PokéGear. When it is released, Latios/Latias will appear on a random route. Afterwards, each time you enter a different area, which does not have a gate (brown building with green roof) and is not a cave, Latios/Latias will move to an adjacent route. Additionally, Flying to a new location will cause Latios/Latias to move to a random route. Therefore, you have to trap Latios/Latias on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes—Cerulean City would be best—and move between the city and the routes next to the city until Latios/Latias arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully Latios moves to the same route. If Latios/Latias is at a route that has a gate as its entrance then you can just go to that route and Latios/Latias will remain there so you can encounter it. For example, if Latios/Latias has moved to Route 9 and you're in Cerulean City then you would move to either Route 4 or 5, since you have to enter Route 25 before you can enter the grass at Route 24, and if all goes well it will have moved to the same route.

Latios/Latias appears at level 35 in SoulSilver. Therefore, if your lead Pokémon is below level 35, you can use a Super Repel to avoid unnecessary wild battles and it can be encountered in either grass or water.

Latios' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 70 78 85
Def 63 71 78
SpA 95 106 116
SpD 82 92 101
Spe 82 92 101

Latios's Moveset:
DragonBreath (20 PP)
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)

Total PP = 55

Refresh will cure Latios of any status conditions, so while facing Latios sleep should be your primary form of status since it can't attack while inflicted with sleep status. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios' attacks will inflict more damage as the battle progress if the stat decreases accumulate. DragonBreath can get annoying due to its 30% paralysis rate, and with 20 PP, it's more than likely that your Pokémon will get paralyzed. Protect will just cause you to occasionally waste some PP. Furthermore, Protect will ruin the "one under" Speed strategy, so you may have to waste an additional turn to confirm its Speed.

Latias' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 63 71 78
Def 70 78 85
SpA 82 92 101
SpD 95 106 116
Spe 82 92 101

Latias' Moveset:
DragonBreath (20 PP)
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)

Total PP = 60

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. DragonBreath has an annoying 30% paralysis rate, so keep a few Full Heals in your Bag just in case.

Since Latios/Latias is a roaming Pokémon, it retains any damage or status effect inflicted on it if you happen to flee from it and encounter it again later on. However, the PP of all of its moves will be fully restored upon your next encounter. Soft resetting for Latios/Latias is best done when it is initially released after you speak with Steven outside the Pokémon Fan Club, as opposed to re-releasing it by fainting it then defeating the Elite Four and repeating this process until you are satisfied with its IVs and nature. RNG abusing Latios/Latas, however, is a matter of personal preference and can be done at both the Pokémon Fan Club and Pokémon League with a similar level of difficulty.

Groudon/Kyogre

After nearly destroying Hoenn in RSE, Groudon and Kyogre have moved to their new home in Johto, Embedded Tower on Route 47. Groudon is exclusive to SoulSilver, while Kyogre is exclusive to HeartGold. To unlock Groudon/Kyogre you will need the Red/Blue Orb (in SoulSilver and HeartGold respectively), which Mr. Pokémon gives you after you have defeated Red and obtained a Kanto starter Pokémon from Prof. Oak. Reaching the entrance to Embedded Tower requires that you have Pokémon with the moves Rock Climb and Surf. Luckily, Embedded Tower isn't a winding multi-floor structure, but a simple cave with Groudon/Kyogre in the middle of the room. Groudon/Kyogre is at level 50 when you encounter it.

Groudon's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 153 170 187
Def 144 160 176
SpA 108 120 132
SpD 99 110 121
Spe 99 110 121

Groudon's Minimum Speed
Min- Min Min+
85 95 104

Groudon's Moveset:
Rest (10 PP)
Earthquake (10 PP)
AncientPower (5 PP)
Eruption (5 PP)

Total PP = 30

Rest is a major issue, since Groudon will use it to fully restore its HP. Furthermore, Rest will remove any status condition inflicted on Groudon by inflicting it with sleep, although this will provide you with two free turns to reduce Groudon's HP after it was restored or to heal your own Pokémon. Earthquake is going to be inflicting a good amount of damage with its 150 BP after STAB and Groudon's impressive Attack stat. AncientPower can make the capture more difficult if it manages to boost each of Groudon's already impressive stats by 50%, but with only a 10% chance of that happening, you shouldn't worry too much about it. Eruption can pose a threat due to the boost it gets from the perpetual sunlight (thanks to Groudon's Drought ability), and the fact that Groudon can replenish its HP with Rest to use the attack at full power. Therefore, it may be wise to bring along a Pokémon with a move like Rain Dance to change the weather, especially if you're using Parasect or Breloom as your catcher. Rain Dance is recommended over Hail, since Groudon's HP will be reduced each turn for the duration of the weather, and Sandstorm should only be used if you are fighting Groudon with a Pokémon immune to the weather's damaging effects, lest the damage racks up too quickly. If you trade it over from a different game, Kyogre's Drizzle will even act as a foil to Groudon's Drought, putting the Battlefield under a perpetual rain. However, if used on the first turn, Kyogre must have a lower Speed stat than Groudon to have its weather take precedence.

Kyogre's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 108 120 132
Def 99 110 121
SpA 153 170 187
SpD 144 160 176
Spe 99 110 121

Kyogre's Minimum Speed
Min- Min Min+
85 95 104

Kyogre's Moveset:
Aqua Ring (20 PP)
Ice Beam (10 PP)
AncientPower (5 PP)
Water Spout (5 PP)

Total PP = 40

Aqua Ring will make Kyogre one of the most annoying captures; restoring its HP by 1/16 at the end of each turn means that keeping Kyogre's HP at 1 will be impossible. Additionally, you will have to frequently attack Kyogre to ensure that it doesn't restore too much HP. AncientPower can become a problem in the long run if by a 1 in 10 chance it manages to boost all of Kyogre's stats by one stage. Water Spout can be detrimental coming off Kyogre's impressive Special Attack, especially if it makes use of it early in the match when it has most of its HP or if it manages to restore its HP with Aqua Ring. The fact that you're playing under perpetual rain (thanks to Drizzle) doesn't help the situation, since it boosts Water Spout's damage by 50%. If Water Spout makes you too nervous, using Sunny Day will reduce its power whenever sunlight is in effect, and will reduce it to normal power at most, once the weather has cleared. Hopefully by this point, Kyogre's HP is at a lower point regardless. Sandstorm and Hail are not recommended, as even though Kyogre has Aqua Ring, they will chip away at its HP every turn. If you can trade one over, Groudon will also counter Kyogre's rain with its Drought Ability, ensuring that Water Spout will always have its power reduced. That said, if it leads, Groudon will only summon sunlight if it is slower than Kyogre.

It may be tempting to use an attack like Taunt to prevent Groudon/Kyogre from using Rest/Aqua Ring, but with such a low total PP it would only cause Groudon/Kyogre to start Struggling sooner. When attempting to capture Groudon/Kyogre, remember to bring along about 30 or more Heavy Balls (the number depends on the number of Blk Apricorns you managed to accumulate) along with your stock of Dusk Balls. Net Balls are good back ups if you're facing Kyogre, especially if you lack Blk Apricorns to make Heavy Balls. Once you've captured Groudon/Kyogre, the Hiker standing outside the cave will come in and mention that there may be a secret to the Embedded Tower and to visit Prof. Oak to learn its entire story. After he leaves, you can exit and use Fly to leave Route 47, but don't forget to pick up the Wave Incense located on a sandy patch at the bottom a cliff that requires Rock Climb to scale it.

Rayquaza

Rayquaza is located in Embedded Tower, in the same spot you found Groudon/Kyogre initially. Rayquaza will appear in Embedded Tower once you have acquired the Jade Orb from Prof. Oak, obtained only when you go speak to him with both Groudon and Kyogre in your party. Therefore, you have to trade over a Groudon to your HeartGold or a Kyogre to SoulSilver before Prof. Oak will give you the Jade Orb. Furthermore, you cannot use the Groudon/Kyogre from RSE; it must be the one obtained from Embedded Tower. Rock Climb and Surf are required to reach the entrance to Embedded Tower. When you enter Embedded Tower you're automatically led straight to Rayquaza and it seems as though the battle will start instantly, but instead Rayquaza just lets out a cry and you're back in control so you can just save right in front of it, instead of outside Embedded Tower. Rayquaza appears at level 50.

Rayquaza's Maximum Stats
Stat Max- Max Max+
HP - 180 -
Atk 153 170 187
Def 99 110 121
SpA 153 170 187
SpD 99 110 121
Spe 103 115 126

Rayquaza's Moveset:
Rest (10 PP)
Air Slash (20 PP)
AncientPower (5 PP)
Outrage (15 PP)

Total PP = 50

Rest is going to be a problem, as it forces you to reduce Rayquaza's HP again after it is used, despite any prior damage you inflicted on it. Fortunately, Rest puts Rayquaza to sleep for two turns, so you have two free turns to do as you please while it takes a nap. Air Slash is going to inflict serious damage to most of the recommended catchers, and with a 30% flinch rate, expect to get annoyed at times while you attempt to catch Rayquaza. AncientPower is a minor problem because it can boost Rayquaza's stats by 50%, but only has a 10% chance of doing so. Outrage is definitely the move to watch out for when facing Rayquaza. With a Base Power of 180 after STAB, it will definitely make on impact on your Pokémon's HP. Although the main issue with Outrage is that Rayquaza becomes confused after 2-3 turns of using Outrage, so it can hurt itself, and potentially faint itself, before you can catch it. Furthermore, putting Rayquaza to sleep when it's using Outrage will immediately cause it to become confused. Luckily, Outrage only wastes 1 PP (or 2 PP if the opposing Pokémon has the ability Pressure) during the duration of the attack, which lasts until Rayquaza becomes confused due to fatigue.

Taunt is a good move to ensure Rayquaza can't use Rest to restore its HP, since it can be taught easily via TM. The confusion caused by Outrage can be handled in a few ways. One strategy would be to use Trick to give Rayquaza a Persim Berry, although this is only a one-time solution. For a permanent solution, you could bring a Pokémon with the ability Own Tempo, such as Slowpoke and Slowbro, and use Skill Swap to trade abilities with Rayquaza. Then, with Own Tempo as Rayquaza's ability, it will not get confused when using Outrage. Once you have captured Rayquaza, simply exit Embedded Tower and use Fly to leave Route 47.

Latios/Latias (Enigma Stone event)

Latios is obtainable in HeartGold and Latias is obtainable in SoulSilver through the Enigma Stone event. The Enigma Stone is an item that was given away over Nintendo Wi-Fi Connection from November 11, 2009 to January 11, 2010 for Japanese games and from July 31, 2010 to August 27, 2010 for other regions. Once you pick up the Engima Stone from a PokéMart, head over to Pewter Museum where you will meet Steven Stone. Then, the museum's researcher will take the Engima Stone and reveal that it is the Soul Dew. Once you have obtained the Soul Dew from the research and left the museum, Latios/Latias will appear before you. Whether you want to capture Latios/Latias the moment it appears is up to you, since you can leave and come back to it once you are fully prepared. Latios/Latias is at level 40 when you confront it.

Latios' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 80 89 97
Def 72 81 89
SpA 108 121 133
SpD 94 105 115
Spe 94 105 115

Latios' Moveset:
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)
Zen Headbutt (15 PP)

Total PP = 50

Refresh will cure Latios of any status conditions, so while facing Latios sleep should be your primary form of status; Latios cannot use Refresh while inflicted with sleep status. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios' attacks will inflict more damage as the battle progress if the stat decreases accumulate. Zen Headbutt's 20% flinch rate can be a nuisance if Latios outspeeds your Pokémon.

Latias' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 72 81 89
Def 80 89 97
SpA 94 105 115
SpD 108 121 133
Spe 94 105 115

Latias Moveset:
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)
Zen Headbutt (15 PP)

Total PP = 55

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. Zen Headbutt can get annoying with a 20% flinch rate, as long as Latias outspeeds your Pokémon; otherwise, its not a significant threat.

Dialga/Palkia/Giratina

After making their premiere in DPP, Dialga, Palkia, and Giratina make a return in HeartGold and SoulSilver in the Sinjoh Ruins to the north of Johto. The Sinjoh Ruins can only be reached through an event at the Ruins of Alph involving Arceus. To initiate the event, you must place Arceus at the head of your party and enter the Ruins Research Center. When you try to enter, the research director will exit and bump into you and notice Arceus, subsequently leading you into the Ruins of Alph; there you will be transported to the Sinjoh Ruins. At first you will be inside the Sinjoh Ruins; once you exit you will meet a Hiker who will take you to a cabin located in front of the ruins where you will meet Cynthia, who also returns from her debut in DPP. Cynthia will explain how Arceus can create new life and wants to see it perform the feat inside the Sinjoh Ruins, so she leaves and waits for you inside the ruins. Before you head towards the ruins, you must deposit every Pokémon in your party, except for Arceus. There is a PC in the cabin, which you can use to deposit your Pokémon, along with an old man and his Abra who can Teleport you back to the Ruins of Alph if you want to go back. Once you have deposited your Pokémon, head inside the Sinjoh Ruins, where Cynthia will lead you to the center of the Mystri Stage and explain how Arceus can create one of three Pokémon (Dialga, Palkia, or Giratina) based on the circle you select. Once you select which Pokémon you want Arceus to create, a sequence of images will commence that concludes with Arceus creating an egg of the legendary Pokémon you selected. When the ritual is over and you have received your legendary Pokémon, the Unown will appear and you will be transported back to the inside of the Ruins of Alph. Dialga/Palkia/Giratina is received at level 1 and comes with its respective orb attached; Palkia comes with the Lustrous Orb, Dialga with the Adamant Orb, and Giratina with the Griseous Orb. Note that the Sinjoh Ruins event is the only way to obtain the Griseous Orb—the item allowing Giratina to assume it Origin Forme—in HGSS.

The Arceus necessary for this event must be from a Nintendo Event or the one from the Hall of Origin in DPP. This event can be done twice to receive up to two of the three Sinjoh dragons. To activate the event again, you must use the either the Hall of Origin Arceus or one from a Nintendo Event, if you used the Hall of Origin Arceus the first time, then the second would require a Nintendo Event Arceus and vice-versa. Bring the Arceus to the Ruins of Alph, enter the ruins, and you will be transported back to the Sinjoh Ruins.

Dialga's Maximum Stats
Stat Max- Max Max+
HP - 13 -
Atk 6 7 7
Def 6 7 7
SpA 8 8 7
SpD 7 7 6
Spe 6 7 7

Palkia's Maximum Stats
Stat Max- Max Max+
HP - 13 -
Atk 6 7 7
Def 6 7 7
SpA 7 8 8
SpD 6 7 7
Spe 6 7 7

Giratina's Maximum Stats (Origin Forme)

Stat Max- Max Max+
HP - 14 -
Atk 6 7 7
Def 6 7 7
SpA 6 7 7
SpD 6 7 7
Spe 6 7 7

Giratina's Maximum Stats (Altered Forme)
Stat Max- Max Max+
HP - 14 -
Atk 6 7 7
Def 6 7 7
SpA 6 7 7
SpD 6 7 7
Spe 6 7 7

Changes in Green
Former text in RED

Preparations

Capture Rate

Each legendary is assigned a numerical catch rate, as are all wild Pokémon. Essentially, the higher the Catch Rate, the higher the chance to capture. The Catch Rate is plugged into a formula, which determines whether the Pokémon will be captured or not. While the actual in-game formula is quite complex, Community Member X-Act has made a formula that produces nearly exact results. Note to always round down should you get a decimal.

(( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

Top Poké Ball Rates :

Master Ball : 255
Timer Ball (30+ Turns) : 4
Dusk Ball (In dark areas like caves or outside between the hours of 20:00 and 4:00) : 3.5
Net Ball (Against a Bug or Water type) : 3
Repeat Ball (Against previously caught Pokémon) : 3
Ultra Ball : 2
Great Ball : 1.5


A Master Ball catches any wild Pokémon without fail, though it may only be obtained once through Prof. Elm, or winning the lottery held at Goldenrod Radio Tower. Timer Balls begin at 1 and increase every 10 turns, with a cap of 4. Quick Balls begin at 4, and decrease every 5 turns with a low of 1. Although these Balls exceed the rate of the Dusk Ball, they are somewhat more circumstantial. All other balls have a catch rate of 1 against the legendaries. It is preferred to use either Dusk or Ultra Balls, keeping some Timer Balls in reserve.

Status#s :

Freeze : 10
Sleep : 10
Paralysis : 5
Burn : 5
Poison : 5
None : 1

As you can see, Ssleep is your best bet, due to the lack of reliable Ffreeze moves. Paralysis is a much lower #, so Ssleep moves are preferred. You should never Ppoison, or Bburn the legend; this sets a time limit on the longevity of your legend's lifespan.

The catch rates of the legendaries are 3, except for Groudon and Kyogre who have a catch rate of 5.

Let's say we try and catch a Level 5 Max HP Magikarp with a Dusk Ball. Magikarp's Catch Rate is 255.

(1 + ((18*3 - 18*2) * 255 * 3.5 * 1)) / (18*3)) / 256

= ((1 + (18 * 255 * 3.5 * 1)) / 54) / 256
= ((1 + 18360) / 54) / 256
= (18361 / 54) / 256
= 340 / 256
= 1.1621817
Any decimal numbers were not shown, and simply rounded down.

So, if the end result is over 1, you have a 100% chance to capture the Pokémon. However, due to varying IVs, it's impossible is difficult to know the Max HP of the legendaries, let alone determine their Ccurrent HP. The formula is simply here for reference, and a little bit of insight on why certain Balls or Sstatus effects are used.

Ball Capsules

Just like you wouldn't go into the woods without proper equipment, you can't expect to catch the legendary Pokémon in Johto and Kanto without being prepared. You'll need to stock up on Poké Balls, as explained above, Dusk being the most effective. These can be picked up at a few later-game PokéMarts, Safari Zone Gate, and Frontier Access. Furthermore, they are available before you fight your first stationary legendary. You'll want to have at least 50 Dusk Balls on you for each encounter, and there are 13 legendaries that are obtainable per game cartridge that are caught in Poké Balls (including event Pokémon). That totals 650 Dusk Balls, and you'll probably want to have at least 50 Ultra and/or Timer Balls in reserve.

Granted, it wouldn't be most cost effective to go out and buy 600 Poké Balls at once, so it is best to only carry around 100 Dusk Balls and 50 Timer/Ultra Balls at one time. This is great if say, Groudon is caught on the first Dusk Ball thrown, whereas Lugia takes 65. Timer Balls are a viable option if you are not battling in a cave, and if you wait long enough, which you typically shouldn't have to. Net Balls make capturing Suicune and Kyogre easier;, and are therefore, are good substitutes for Dusk Balls when capturing these Pokémon. For Ho-Oh, Suicune, Latios, Latias, Zapdos, Raikou, and Entei you'll have to wait until between 20:00 and 4:00 on your DS clock for the Dusk Balls to work to their full potential, but you can always change the time on the DS clock if you would rather not wait. However, the remaining legendaries are found in caves, so Dusk Balls function at their maximum capability when used on them. Alternatively, if you own a copy of Pokémon Emerald and a DS/DS lLite system, you can use the Battle Tower cloning glitch to produce multiple Master Balls and transfer them to your HeartGold or SoulSilver through the Pal Park in Fuchsia City. Furthermore, in HG/SS the 24-hour limit on migrating does not exist, so you can transfer as many Master Balls as you like without having to wait a day after each migration.

Being remakes of the original Gold and Silver, HeartGold and SoulSilver revived the concept of Apricorn Poké Balls. There are 7 Apricorn Balls in total, but the most useful ones for legendary capturecapturing legendaries would be Fast and Level Balls. The Apricorn bBalls function differently than other Poké Balls by directly affecting a Pokémon's catch rate. The Fast Ball is synthesizcrafted from the Wht Apricorn and multiplies a Pokémon's catch rate of by 4 when it's used on Pokémon with base 100 or greater Speed. Therefore, the Fast Ball is definitely a Poké Ball to consider stocking up on when preparing to catch a legendary, especially the roamers;, who meet the Speed requirement necessary to use the Fast Ball to its full potential. The Level Ball is created from the Red Apricorn and its effectiveness depends on the level difference between the legendary you are facing and the Pokémon you have out. At most, the Level Ball will multiply the capture rate of a legendary by 4; when the difference in level between the Pokémon you have out and the one your're facing is greater than half of your Pokémon's level, which includes the following legendaries (for the rest it will only multiply their capture rates by 1 or 2): Suicune, Entei, Raikou, Ho-Oh (HeartGold), Lugia (SoulSilver), Latios, and Latias. The reason that the Level Ball's Rate is 4 when used on the aforementioned legendaries is that their levels are below 50, with the highest being 45 for Ho-Oh and Lugia in their respective versions, so all you have to do is use a Pokémon with level 91+ to achieve a Ball rate of 4 against any of these legendaries. The Heavy Ball, created from Blk Apricorns, deserves a mention due to the Hoenn weather trio. The Heavy Ball adds 20 to a Pokémon's catch rate if it weighs more than 451.5 lbs, 30 if it weighs more than 677.3 lbs, and 40 if it weighs over 903.0 lbs. Groudon, being the heaviest Pokémon in the current PokédDex (weighing over a ton), brings out the Heavy Ball's full potential, which makes capturing Groudon much simpler by adding 40 to its catch rate. Kyogre is heavy enough that the Heavy Ball adds +30 to its catch rate and Rayquaza gains + 20 on its catch rate

While the Apricorn Balls may be useful for capturing legendaries, they do have their drawbacks. First, it takes Kurt a day to make them. Second,are also more difficult to obtain than typical Poké Balls. Kurt can only make one type of bBall a day and Apricorn trees only produce one Apricorn a day. Although, you can resolve these problems by changing the DS clock if you would like to speed up the process and assemble a large collection of Balls. For a list of where to find Apricorns look herehere.

The Synchronizer

After you get yourself some Balls, you'll want to get a Synchronizer. "What's a Synchronizer?" you may ask. Well, when you have a Pokémon with the Synchronize in the first slot of your party, all wild Pokémon have a 50% chance of inheriting the nature of that Pokémon. An even better trait is that the Pokémon doesn't have to be alive for Synchronize to work its magic, so you can have a fainted Synchronizer at the start of your party, and the effects are intact. This way, you can have an increased chance of getting the nature you want, which is something you'll have to decide on your own; it is a trainer's personal preference on what nature to use. Refer to the Aanalyses in the Smogon Dex for ideas if you're stuck.

Now, where will you find these Pokémon that Synchronize? Well, the list of all Pokémon that can have this trait is as follows:

Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, and Gardevoir


Natu is the most common Synchronizer found in the wild (in the Ruins of Alph). A, although, you will need to go through a section of Union Cave and use Surf to access the area they are found in. Abra will probably be the first Synchronizer you run into on Route 34;, and subsequently on Route 5, Route 6, Route 8, Route 24, Route 25, Route 35, and the Safari Zone. Furthermore, you can purchase Abra at Goldenrod Game Corner for 200 coins and you can soft reset for its nature and ability. Kadabra makes its home ion Route 8 and in Cerulean Cave. Espeon and Umbreon can be obtained by evolving the Eevee given to you by Bill in Goldenrod City. After obtaining the National Dex you will have access to Ralts, who is found on Route 34 as a Swarm Pokémon. Finally, Mew is obtained through Nintendo Eevents; it could be caught in Pokémon Emerald, but that required the event item Old Sea Chart. Furthermore, it is worth noting that aside from Mew, Umbreon, and Espeon, the aforementioned Pokémon have two aAbilities, so you may not always get Synchronize and the nature you want simultaneously.

After obtaining the National PokéDex and access to Kanto (which you will need to catch a majority of the legendaries in HG/SS), it is considerably easier to get Synchronizers. You can soft reset at the Game Corner Prize Shop in FireRed/LeafGreen for Abras, or transfer over Synchronizers you had in the previous generation for catching non-legendaries in Emerald.

The Catcher

Get your Synchronizer, and unless you are planning on transferring over unlimited Master Balls from your previous generation games, you'll probably need a good capturing Pokémon to complement it. What makes a good capturing Pokémon? A Pokémon that can learn both a reliable sleep move (60 Accuracy and up) and False Swipe (a TM found in the Goldenrod Department Store that keeps the wild Pokémon at 1 HP if it would have fainted) will do nicely. Although the legendaries aren't going to be crippled by False Swipe, it's still great to get the HP of the legends' as low as possible before throwing your Balls. A list of Pokémon that meet the above criteria is as follows:

Paras, Parasect, Mew, Breloom, and Gallade

Parasect is probably the easiest to obtain, but you must get it up to a very high level, with an Attack -boosting nature. If you do end up using Parasect, make sure you obtain it in HeartGold/SoulSilver or trade one from DPPthe fourth generation, to ensure it has the ability Dry Skin, rather than Effect Spore, which could give the legendary an undesired status ailment. Mew only learns Hypnosis via Pokémon XD and My Pokémon Ranch, and Gallade can only learn Hypnosis while it is Ralts or Kirlia, and False Swipe only once it is evolved into Gallade. However, Gallade also learns Mean Look as an Eegg Mmove, so it can be used to trap the runners as well. Breloom is a good option as well, learning Spore, the most accurate Sleep move available. However, you must breed False Swipe onto it as an egg move, and, like Parasect, avoid the Ability Effect Spore. In conclusion, Gallade is probably the best; it's just a bit of a pain to get Ralts/Kirlia a high level to get Hypnosis, and even more of a pain to get a male one in the first place. Mind you, your catcher should at a high level anyway; hopefully level 70+, since the highest level of any in-game legendary is 70.


The "One Under" Pokémon

An optional Pokémon that you may wish to take with you is the "one under" Pokémon. This is a Pokémon that has a Speed stat one point below the maximum of the legendary you're trying to catch. This is for the Pokémon you really need to have reach a certain speed. It isn't the wisest choice to bring one of these along for every legendary however; the "one under" Pokémon can be a pain to get, but it will be worth it if you don't have Master Balls. The idea is to switch your Synchronizer to the "one under" (or if your Synchronizer has been fainted just start of with the "one under"), then have the latter use an attack. If the legendary goes first, switch to the capture Pokémon and continue the battle. If not, reset. This "one under" should either be of a high level or be holding a Focus Sash (which can be obtained from the Pokewalker’s Winner's Path Pokéwalker course, the Battle Frontier, or as a gift from your mother when you allow her to save your money).

If you are going for a defensive legendary who is not concerned about outspeeding certain threats, then you may wish to go for a different variation of the "one under" Pokémon that uses Endeavor. Endeavor is a move that takes the foe's Pokémon's HP down to the HP the Endeavor user currently has, but fails if the Pokémon using Endeavor has more HP than its target. This can be abused by giving your Endeavor Pokémon 1 less HP than the maximum HP of the legendary you are going for. If your "one under" Pokémon's Endeavor attack fails, then you know that the legendary you are fighting does not have the amount of HP you are looking for, so you can reset without having to capture it. If Endeavor takes the legendary's HP down, then you know it is fine to resume trying to capture it. However, this Pokémon must also be faster than the legendary, so it does not risk taking damage, which would result in a false positive.


Other Items and Pokémon

Take another stop at a PokéMart; you'll want to buy a few Revives and Hyper/Max Potions or Full Restores if you're far enough in the game. Revives are also found in the when using Rock Smash, along with their more powerful variant, Max Revives, but only in Ruins of Alph. These are mainly for keeping your main capture Pokémon alive, as well as the remainder of your party. About 30 Super Repels are almost mandatory too (these are actually more cost effective than Max Repels). 5Five or so Escape Ropes are good to have for Pokémon like Articuno and Lugia, who are found deep within caves. You should always bring a team of 3 high-levelled Pokémon (the other two are HM slaves, but leveling them up is great) with your Synchronizer in the lead. The only exceptions are when you are catching any of the runners. In this case, you could use Wobbuffet in your first slot in order to trap them, or use Mean Look Gallade (this is recommended, as Gallade is an excellent catcher).


Reviving Legendaries

A feature introduced in Platinum has been brought back in HeartGold and SoulSilver on a much larger scale: the ability to revive legendaries after you have fainted them or ran from the battle. This ability applies to every legendary that you can capture in a Ball, including the Engima Stone event Latios/Latias. AlthoughHowever, you will have to defeat the Elite Four every time you wish to revive any legendaries you have fainted/ran from prior to defeating the Elite Four. Most of the legendaries will reappear in the location at which you encountered them (ex: Ho-Oh at Bell Tower and Lugia at Whirl Islands). However, Suicune will reappear at Burned Tower. The roamers will not reappear that the location you at which you released them at (Raikou and Entei at Burned Tower, Latias/Latios after leaving the Pokémon Fan Club and talking to Steven); instead, they will reappear roaming Johto/Kanto, and obviouslyyou can only faint them to revive them after beating the Elite Four. Furthermore, the IVs and nature of the revived legendaries are not set, when you revive them, to the ones they had when you fainted them. For example, if Raikou had the arbitrary nature and IVs combination of Modest nature and 13/21/6/25/0/28 while roaming Johto and you faint it and revive it by defeating the Elite Four, it can reappear roaming Johto with a different nature/IVs combination. Finally, the all the roamers' IVs and natures are generated at the same time when they are re-released after defeating the Elite Four. In other words, if you faint both Raikou and Entei the first time around, both of the legendary beasts will be revived with new IVs and natures upon defeating the Elite Four.

The ability to revive legendaries is most useful when you have to forcibly confront your box Pokémon; namely Ho-Oh and Lugia in HeartGold and SoulSilver, respectively. Instead of having to spend time preparing to catch your legendary, you can simply flee or faint them and return at a later point in the game when you have the time to prepare and access to more functions like the Pal Park. Of course prior to confronting Ho-Oh or Lugia you had to release the legendary beasts from Burned Tower, so this feature could prove useful if you didn't want to waste time capturing them at that point in the game. AlthoughNonetheless, it is easier to soft reset or RNG them at Burned Tower, since it gets tedious having to defeat all the members of the Elite Four and Lance every time you want to re-release the Raikou/Entei. The Red Gyarados, while not a legendary Pokémon, can also be revived through this method;, which is a gooduseful since you're forced to battle it to progress through the story and you may not wish to waste time soft resetting or RNG at that time. This feature also acts a safety measure to ensure that you don't lose any legendaries you accidentally faint or flee from without saving prior to encountering them.

Tricks of the Trade

So, bBefore you go after even your first legendary keep in mind a couple tips:

Always save before the legendary. For Raikou and Entei, save before stepping off the second set of stairs in the basement floor of Burned Tower, where they are located. For the roaming Latios and Latias (in HeartGold and SoulSilver, respectively), save before leaving the Pokémon Fan Club after obtaining the Poké Doll.

Check the stats in the legendary's section before you save, and after you compare the stats and are interested, check them with Metalkid's IV Calculator. You can use some Rare Candies and record the stats for each level if you wish, but for legendaries this is generally not necessary due to the higher base stats.

Learn about Characteristics;, as they can usually help you determine the exact IV of at least one stat when combined with an IV calculator and the Sstat list.

Make sure you have a maximum of five Pokémon in your party whenever you are about to fight a legendary. This allows you to check the nature and stats of your legendary while it is in your party, saving you a trip back to a Pokémon Center to check Bill`s PC.

Keep realistic expectations if you are soft resetting your legendary. If you're only willing to accept a legendary with quadruple 31 IVs, you could be there for a very long time. Although, you can remedy this problem by RNG abusing your legendary, which allows you to control its nature and IVs to an extent. Information on PRNG manipulation can found herehere.

Watch the HP bars if you're not using Master Balls. Compare the approximate damages done by your Pokémon to the HP of the legendary once you've caught it, and vice-versa, with the legendary's Attack/Special Attack. This should help you out; if you do too much damage on a defensive legendary, you can reset without the battling process. The same goes for if an offensive one doesn't do enough damage to you.

If a legendary runs out of Power Points for all its moves, it will use the move Struggle. Struggle is a typeless attack that causes 25% recoil of the user's maximum HP. So once a legendary starts to Struggle, it isn't long for this world, especially if you have previously used False Swipe to lower it to 1 HP.

Having a Pokémon with the move Trick can be useful by giving the legendary your facing items. Tricking a Leppa Berry, for example, onto legendaries with attacks that have low PP ensures that you have a few more turns before they start Struggling. Tricking an item like Focus Sash, allows you to bring down the legendary Pokémon's HP to 1 with a single powerful attack; instead of wasting turns slowly reducing its HP with a weak attack like False Swipe.

Catching the Legends

Now that you have some more knowledge, or at least something to reference, get out a piece of paper and a pencil. Be prepared to make a tally mark every time a legendary uses a move, and put two marks if your Pokémon has the Ability Pressure. This will be used to reference the amount of PP the legendaries have before Struggling, which is listed in this section. Note that if your sleep-inducing Pokémon is slower than the legendary, it will use a PP (or two with Pressure) the turn it is put to sleep; and of course it still uses PP the turn it wakes. PP is not used up while the legendary is asleep.

The order you catch these legendaries is a matter of personal preference and availability;, as certain legendaries become available after you've completed specific tasks, such as obtaining the National PokéDex or defeating Red. AlthoughThat said, you should attempt the lower -levelled legendaries first and work your way up. The roamers would be best left for later;, since you have to go through the hassle of getting them to appear in the area you are in and then prevent them from fleeing.

HG/SS legends:

Lugia

Lugia is the mascot for SoulSilver, and is the first stationary legendary you will encounter in that game. It is located deep in the Whirl Islands; specifically, the island located on the upper east, and can only be reached (in SoulSilver) by receiving the Silver Wing from the director of the Goldenrod Radio Tower and obtaining the Tidal Bell after defeating the Kimono Girls. However, in HeartGold you only need the Silver Wing, given to you by a man in Pewter City, to gain access to Lugia. The Whirl Islands can get confusing so it's best to bring along plenty of Super Repels and a Pokémon that knows Flash to make navigating through the caves much easier. Lugia appears at level 45 in SoulSilver and level 70 in HeartGold.


Lugia's Maximum Stats at l(Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 89 99 108
Def 121 135 148
SpA 89 99 108
SpD 141 157 172
Spe 105 117 128

Lugia's Moveset @Lv.(Level 45:)
Extrasensory (30 PP)
Rain Dance (5 PP)
Hydro Pump (5PP)
Aeroblast (5 PP)

Total PP = 45

Aeroblast is definitely the move to watch out for when battling Lugia, since it is super effective against most of the Pokémon recommended as catchers, the only one that doesn't share the weakness being Mew, and possesses a high critical hit rate. Extrasensory can be annoying if it manages to flinch your Pokémon, although with a 10% chance of that happening, you shouldn't agonize over it.

Lugia's Maximum Stats at (Level 70)
Stats Max- Max Max+
HP - 250 -
Atk 136 152 167
Def 187 208 228
SpA 136 152 167
SpD 217 242 266
Spe 162 180 198

Lugia's Moveset:@Lv. (Level 70:)
Aeroblast (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard is one of the new additions to Lugia's repertoire that you should watch out for. Safeguard prevents you from abusinflicting a status to improve your odds of catching Lugia, if you are using sleep,condition upon Lugia for five turns while Lugia wastes more PP and gets closer to Struggling. AncientPower can be a pain if it manages to boost Lugia's stats, but with only a 10% chance of that happening you shouldn't worry too much about it.

In SoulSilver, when you are up against Lugia there isn't any strategy to capturing Lugia besides whittling down its HP and inflicting it with paralysis or sleep. AlthoughHowever, in HeartGold it would be best to simply paralyze Lugia from the start of the battle to make Safeguard useless. Using Taunt to prevent Lugia from using Safeguard is tempting, but Lugia has such low PP that it would only cause Lugia to Struggle sooner. Once you've finished with Lugia you can just use an Escape Rope and exit the cave or explore the Whirl Islands and pick up some of the items lying around, such as a Rare Candy and Max Elixir.

Ho-Oh

Ho-Oh is the star of HeartGold. The Rainbow Pokémon is located high above the clouds atop the sacred Bell Tower. To reach Ho-Oh in HeartGold, you will have to acquire the Rainbow Wing from the manager of the Goldenrod Radio Tower and the Clear Bell from the Kimono Girls. In SoulSilver, you only need the Rainbow Wing, given to you by an old man in Pewter City, as the Clear Bell is unobtainable. The Bell Tower itself is a winding 10-floor maze so definitely pack a good number of rRepels, but unlike the Whirl Islands, you will not need any HMs or TMs to navigate it. Ho-Oh appears at level 45 in HeartGold and at level 70 in SoulSilver holding a Sacred Ash in both games.

Ho-Oh's Maximum Stats at l(Level 45)
Stats Max- Max Max+
HP - 164 -
Atk 121 135 148
Def 89 99 108
SpA 105 117 128
SpD 141 157 172
Spe 89 99 108


Ho-Oh's Minimum Speed
Min- Min Min+
77 86 94

Ho-Oh's Moveset @Lv. 45:
Extrasensory (30 PP)
Sunny Day (5 PP)
Fire Blast (5 PP)
Sacred Fire (5 PP)

Total PP = 45

Sacred Fire is worth worrying about due tobecause of its 50% burn rate, so it will most likely be burning your Pokémon;, reducing the damage done by your physical attacks by 50% and wearing down your Pokémon faster. Furthermore if "the sunlight is strong" (thanks to Sunny Day), then Sacred Fire will be inflicting 50% more damage along with its STAB. Fire Blast is worth watching out for due to its sheer power, especially if the sun is shining brightly, and the fact that it can burn your Pokémon as well (even if it is a measly 10% chance).


Ho-Oh's Maximum Stats at l(Level 70)
Stats Max- Max Max+
HP - 250 -
Atk 187 208 228
Def 136 152 167
SpA 162 180 198
SpD 217 242 266
Spe 136 152 167

Ho-Oh's Minimum Speed
Min- Min Min+
117 131 144

Ho-Oh's Moveset:@Lv. (Level 70:)

Sacred Fire (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard prolongs the battle if you are planning on putting Ho-Oh to sleep and lets it waste more PP. AncientPower is a latent threat, which you should only worry about if it manages to boost Ho-Oh's stats. Sacred Fire is still a major threat that is carries ond over from the Ho-Oh's level 45 set, just without the possible boost from Sunny Day.

Unlike Lugia, Ho-Oh is outside, so if you are planning on using Dusk Balls, then you will have to wait until 20:00 – 4:00. When confronting Ho-Oh, remember to bring along a few Full Heals and Full Restores to take care of any burns you may suffer. Once your're done with the Rainbow Pokémon, you can simplify use Fly to leave Bell Tower or if you forgot to bring along a Pokémon that can use Fly, you can use an Escape Rope.

Articuno

After being excluded from the original Gold and Silver, Articuno makes a return in HGSS in a place you may remember from the good old days of RBY and later on in FRLG. Articuno makes its home in the Seafoam Islands on Route 20, specifically on the lowest floor of the iIslands, and only appears after you have obtained all 16 badges. Definitely pack some Super Repels when you're planning on going for the Freeze Pokémon, since it is a long way down to the bottom. Furthermore, you will encounter trainers as you make your way to Articuno, so it would be a good idea to bring along a few Pokémon at level 60+ to defeat them. The move Strength is necessary if you're entering the Seafoam Islands from the left of Route 20 (where the entrance to Cinnabar Gym is located); otherwise, you do not need it. Articuno appears at level 50.


Articuno's Maximum Stats
Stats Max- Max Max+
HP - 165 -
Atk 94 105 115
Def 108 120 132
SpA 103 115 126
SpD 130 145 159
Spe 94 105 115

Articuno's Moveset:
AncientPower (5 PP)
Agility (30 PP)
Ice Beam (10 PP)
Reflect (20 PP)

Total PP = 65

There isn't much to worry about when facing Articuno. Reflect will reduce the damage done by your physical attacks, so if you're using False Swipe to reduce Articuno's HP to 1, you will spend more turns trying to get the job done. Agility will give it the opportunity to outspeed your Pokémon and waste one more PP before you can put it to sleep if that is your strategy. AncientPower can be annoying if it manages to provide Articuno with some boosts.

Once you have captured Articuno, just use an eEscape rRope to exit the Seafoam Islands.


Zapdos

Zapdos returns to Kanto after being left out of the original Gold and Silver in the same location it had in RBY and FRLG. Zapdos appears outside the Kanto Power Plant after you have obtained all 16 badges. Reaching this legendary bird Pokémon won't be as daunting as getting to its counterparts; simply spray a Super Repel and Surf down the river next to the Rock Tunnel on Route 10. Zapdos appears at level 50.


Zapdos’s' Maximum Stats
Stats Max- Max Max+
HP - 165 -
Atk 99 110 121
Def 94 105 115
SpA 130 145 159
SpD 99 110 121
Spe 108 120 132

Zapdos' Moveset:
AncientPower (5 PP)
Charge (20 PP)
Agility (30 PP)
Discharge (15 PP)

Total PP = 70

Discharge can be a pain with its 30% paralysis rate or, and its power increases if Zapdos useds Charge on the previous turn. As usual, AncientPower is only an issue if it manages to boosts Zapdos’s' stats, and with the AI’s luck it may happen, despi. Agility adds to the difficulty by making Zapdos even faster the 10% probability. Agility lets it make a move before your Pokémon does. an its respectable base 100 Speed allows, but becomes a free turn when Zapdos has reached its maximum +6 Speed boost.

Remember to bring a few Full Heals and Full Restores to deal with any paralysis Zapdos may induce on your Pokémon. Another thing to keep in mind is that Zapdos is that since Zapdos is outside, unlike the other two Kanto birds, you're going to have to wait until 20:00 – 4:00 to use Dusk Balls to their full capacity. Once you've captured Zapdos simply use Fly to leave the Power Plant.

Moltres

Moltres makes an appearance in HeartGold and SoulSilver along with the other two legendary birds, and following tradition, it has been moved to a new area. Moltres has been relocated to a cave above a waterfall in the entrance of the scenic Mt. Silver, and Jjust like the other two legendary birds, to encounter Moltres you must possess all 16 badges. Furthermore, you will need the moves Surf, Rock Climb, and Waterfall to reach Moltres's exact location in Mt. Silver. Moltres is at level 50 when you encounter it.


Moltres’s' Maximum Stats
Stats Max- Max Max+
HP - 165 -
Atk 108 120 132
Def 99 110 121
SpA 130 145 159
SpD 94 105 115
Spe 99 110 121

Moltres’s' Moveset:
AncientPower (5 PP)
Flamethrower ( 15 PP)
Safeguard (25 PP)
Air Slash (20 PP)

Total PP = 65

AncientPower can pose a problem if the AI gets lucky with the boost, but it shouldn't be your immediate concern. Safeguard prevents you from inflicting sleep on Moltres consistently and prolongs the battle, which can cause Moltres to Struggle. Air Slash is definitely a move tokeep in mind when battling with the Flame Pokémon, as it is super effective on almost every Pokémon suggested in the “The Catcher” sectionas a catcher. The 30% flinch rate it has doesn't help the situation either, but only applies if Moltres is faster than your Pokémon.

Paralyzing Moltres at the start of the battle would be a good strategy to avoid wasting turns with Safeguard and slowing it down so it can't flinch your Pokémon. Once you're done with Moltres you can use an Escape Rope to leave Mt. Silver, and don't forget to pick up an Expert Belt in a small cave you passed by on your way to Moltres if you haven’t gott't taken it yet.

Mewtwo

After being removedabsent from Gold and Silver, Cerulean Cave has been restored in HGSS, and Mewtwo made available for capture in Generation IV. Of course unlocking Cerulean cave won't be easy, as it requires you to have all 16 badges. Cerulean Cave itself is a winding dungeon, so definitely stock up on Super Repels before attempting to navigate it. Additionally, you should have Pokémon with moves Flash and Surf to help getting to Mewtwo's precise location on the basement floor of Cerulean Cave. Mewtwo appears at level 70.

Mewtwo's Maximum Stats
Stats Max- Max Max+
HP - 250 -
Atk 162 180 198
Def 136 152 167
SpA 217 242 266
SpD 136 152 167
Spe 187 208 228

Mewtwo's Moveset:
Psycho Cut (20 PP)
Amnesia (20 PP)
Power Swap (10 PP)
Guard Swap (10 PP)

Total PP = 60

Being a legendary Pokémon, one would expect Mewtwo to have a threatening moveset, but it turns out that the exact opposite has occurred. Psycho Cut is the only attack that deserves consideration due to its high critical hit ratio and the fact that it is the only move that can inflict damage to your Pokémon. AlthoughHowever, it is coming from Mewtwo's weaker Attack stat and only has 105 BP, after STAB, so you shouldn't fret too much about it.

Once you're done with Mewtwo, simply use an Escape Rope to exit Cerulean Cave, or if you want to conserve items;, there is a ladder that leads back to the entrance behind Mewtwo. Alternatively, if you have Pokémon with the moves Rock Smash and Rock Climb you can go exploring Cerulean Cave and pick some nice items like Black Sludge and Dusk Stone on the basement floor and others like a Thunderbolt TM on the upper floors.

Raikou/Entei

Raikou and Entei are found in the basement of Burned Tower alongside the other legendary beast, Suicune. Once you reach the bottom of the second set of stairs, Raikou and Entei will run away from you and start roaming Johto. Raikou’s and Entei's natures and IVs are set when you approach them at Burned Tower and all the beasts flee, not when you encounter them in the routes of Johto. Furthermore, the IVs and natures of Raikou and Entei are determined simultanteously, butso just because you got a good nature/IV combination for Raikou does not mean that Entei will share the same quality. ANote that a Synchronizer will not work on Raikou/Entei. Eany of the roaming beasts. To add to the challenge, each time you encounter Raikou/Entei it will attempt to flee at the start of the battle, so be sure to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag or Arena Trap at the head of your party.

Once Raikou and Entei are roaming Johto, you can track them using the built-in map on the PokéGear. Raikou/Entei will move to an adjacent route every time you enter a different area; however, this only applies when you enter an area that does not have a gate (brown building with green roof) as its entrance, entering a cave also does not cause Raikou /Entei to move. Additionally, Flying to a new location will cause Raikou/Entei to move to a random route. Therefore, you have to trap Raikou/Entei on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes, such as Mahogany Town, and move between the town and the routes next to the town until Raikou/Entei arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully Raikou/Entei moves to the same route. Although, iIf Raikou/Entei is at a route that has a gate as its entrance, then you can just go to that route and Raikou will remain there so you can encounter it. For example, if Raikou/Entei has moved to Route 44 and you're in Mahagony Town then you would move to Route 42 and if all goes well Raikou/Entei will have moved to the same route, but if Raikou/Entei is on Route 43 (which has a gate as its entrance), then just go through the gate to enter the route and Raikou will still be there.

Luckily, Raikou/Entei has a high encounter rate whenever you're both in the same route and it can appear in grass or water, so if it's on a route with water you can Surf to find it. Raikou/Entei is at level 40, so if your lead Pokémon is below level 40 then, you can use a Super Repel to have Raikou appear quickly; otherwise, search the area until it appears.

Raikou's Maximum Stats
Stats Max- Max Max+
HP - 134 -
Atk 76 85 93
Def 69 77 84
SpA 98 109 119
SpD 87 97 106
Spe 98 109 119

Raikou's Moveset:
Roar (20 PP)
Quick Attack (30 PP)
Spark (20 PP)
Reflect (20 PP)

Total PP = 90

Roar will make this a tough capture since it can end the battle instantly and force you to hunt down Raikou again for another chance. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Raikou has the Speed you want. Reflect can be annoying by prolonging the battle since it reduces the damage done by your physical attacks, making it harder to whittle down Raikou's HP with False Swipe. Spark can be annoying with its 30% paralysis rate, but other than that it doesn't pose a significant threat.


Entei's Maximum Stats
Entei's Stats Max- Max Max+
HP - 154 -
Atk 98 109 119
Def 76 85 93
SpA 80 89 97
SpD 69 77 84
Spe 87 97 106

Entei's Moveset:
Roar (20 PP)
Fire Spin (15 PP)
Stomp (20 PP)
Flamethrower (15 PP)

Total PP = 70

Roar is definitely the move to watch out, forcing for, as it forces you to flee and going through the process track Entei again. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Entei has the Speed you want. Fire Spin and Stomp are the more annoying attacks as one reduces your Pokémon's HP every turn and the other flinches your Pokémon 30% of the time, respectively.

When facing Raikou/Entei, you will definitely want a way to neutralize Roar. One way is to use Taunt, which Gallade and Mew can learn via TM, to stop it from using the attack for a few turns. Furthermore, Taunt prevents Raikou, specifically, from using Reflect to weaken your Pokémon's attacks. Should something happen that you have to end the battle with Raikou/Entei before you can catch it, don’ not worry,; any damage or status you may have inflicted on it will still be present the next time you encounter it. Althoughcome your next encounter. Fortunately, its PP will be fully restored on your next encounter, so you don't have to worry if the first battle you had with Raikou/Entei was a long one.

Finally, if you're planning on soft resetting Latios/Latias, it is easier to do it before releasing themRaikou/Entei, it is easier to do so the first time you release from Burned Tower than by re-releasing them by defeating the Elite Four. To this end, you can capture a Gastly early on at Sprout Tower at night, level it up to learn Mean Look and Night Shade (Night Shade inflicts set damage so its good for gauging Raikou/Entei's HP and ensuring that they aren't KOed accidentally), and it should come with Hypnosis. By the time you get release the beasts you should have been able to level up Gastly to a high enough level and it should be a Haunter or Gengar, if you are capable of trading with someone. AlthoughThat said, the Gastly line is frail and Hypnosis does have low accuracy, so it won't be an easy capture, but at this point this is one of the best set ups you can have unless you have access to a Master Ball by trading. RNG abusing Raikou/Entei, however, can be done initially at Burned Tower or at the Pokémon League with relative ease, but you may need a Pokémon like the aforementioned Gastly to ensure you did it successfully at Burned Tower.

Suicune

Suicune resides in the basement of Burned Tower, and like in Pokémon Crystal Version, seems to have a general interest in the main character. Like Raikou and Entei, Suicune will flee from Burned Tower when you approach it;, but unlike the other beasts, Suicune will appear before you in the overworld multiple times through out the game. The instance where Suicune appears being: on a ledge on the north side of Cianwood City, behind a small tree on Route 42, on the water in Vermilion Harbor, on the water on Route 14, and finally on top of the hill at the end of Route 25. Suicune will remain atop the hill on Route 25 and give you the opportunity to catch it. Suicune is at level 40 when you finally battle it.


Suicune's Maximum Stats
Stats Max- Max Max+
HP - 142 -
Atk 69 77 84
Def 98 109 119
SpA 80 89 97
SpD 98 109 119
Spe 76 85 93

Suicune's Moveset:
Rain Dance (5 PP)
Gust (35 PP)
Aurora Beam (20 PP)
Mist (30 PP)

Total PP = 90

There isn't anything noteworthy about Suicune's moveset, so it shouldn't give you any problems while you're trying to catch it. Once you've dealt with Suicune, Eusine will accept that you were the one meant to catch Suicune instead of him, and leave.


Latios/Latias (nNon-eEvent)

Latios/Latias is released as a roaming Pokémon in Kanto, with Latios being exclusive to SoulSilver and lLatias to HeartGold. Latios/Latias is released by obtaining the Copycat's Poké Doll from a man in the Pokémon Fan Club in Vermillion City (you must have spoken to the Copycat in Saffron City previously before the man can give you the doll). Upon acquiring the Pokéd Doll and exiting the Pokémon Fan Club, Steven Stone will appear and notify you that Latios/Latias is roaming Kanto. If you plan on soft resetting or RNG Latios/Latias, you must save inside of the Pokémon Fan Club. Latios’s/Latias's IVs and nature are determined once you leave the fan club and speak to Steven, not when you encounter it in the wild. When you encounter Latios/Latias, it will attempt to flee, so it's necessary to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag to keep it from doing so.

Latios’
Thanks to the Levitate Ability, Arena Trap will prove ineffectual.

Latio
s/Latias's location can be tracked using the PokéGear. When it is released, Latios/Latias will appear on a random route. Afterwards, each time you enter a different area, which does not have a gate (brown building with green roof) and is not a cave, Latios/Latias will move to an adjacent route. Additionally, Flying to a new location will cause Latios/Latias to move to a random route. Therefore, you have to trap Latios/Latias on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes, Cerulean City would be best, and move between the city and the routes next to the city until Latios/Latias arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully Latios moves to the same route. Although, iIf Latios/Latias is at a route that has a gate as its entrance then you can just go to that route and Latios/Latias will remain there so you can encounter it. For example, if Latios/Latias has moved to Route 9 and you're in Cerulean City then you would move to either Route 4 or 5, since you have to enter Route 25 before you can enter the grass at Route 24, and if all goes well it will have moved to the same route.

Latios/Latias appears at level 35 in Soul Silver. Therefore, if your lead Pokémon is below level 35, you can use a Super Repel to avoid unnecessary wild battles and it can be encountered in either grass or water.


Latios’s' Maximum Stats (Level 35)
Stats Max- Max Max+
HP - 111 -
Atk 70 78 85
Def 63 71 78
SpA 95 106 116
SpD 82 92 101
Spe 82 92 101

Latios's Moveset:
DragonBreath (20 PP)
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)

Total PP = 55

Refresh will cure Latios of any status conditions, so while facing Latios sleep should be your primary form of status since it can't attack while inflicted with sleep status. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios’s' attacks will inflict more damage as the battle progress if the stat decreases accumulate. DragonBreath can get annoying due to its 30% paralysis rate, so it’and with 20 PP, it's more than likely that your Pokémon will get paralyzed. Protect will just cause you to occasionally waste some PP. Furthermore, Protect will ruin the "one under" Speed strategy, so you may have to waste an additional turn to confirm its Speed.


Latias’s' Maximum Stats (Level 35)
Stats Max- Max Max+
HP - 111 -
Atk 63 71 78
Def 70 78 85
SpA 82 92 101
SpD 95 106 116
Spe 82 92 101

Latias’s' Moveset:
DragonBreath (20 PP)
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)

Total PP = 60

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. DragonBreath has an annoying 30% paralysis rate, so keep a few Full Heals in your Bag just in case.

Since Latios/Latias is a roaming Pokémon, it retains any damage or status effect inflicted on it if you happen to flee from it and encounter it again later on. However, the PP of all of its moves will be fully restored upon your next encounter. Soft resetting for Latios/Latias is best done when it is initially released after you speak with Steven outside the Pokémon Fan Club, as opposed to re-releasing it by fainting it then defeating the Elite Four and repeating this process until you are satisfied with its IVs and nature. RNG abusing Latios/Latas, however, is a matter of personal preference and can be done at both the Pokémon Fan Club and Pokémon League with a similar level of difficulty.

Groudon/Kyogre

After nearly destroying Hoenn in RSE, Groudon and Kyogre have moved to their new home in Johto, Embedded Tower on Route 47. Groudon is exclusive to SoulSilver, while Kyogre is exclusive to HeartGold. To unlock Groudon/Kyogre you will need the Red/Blue Orb (in SoulSilver and HeartGold respectively), which Mr. Pokémon gives you after you have defeated Red and obtained a Kanto starter Pokémon from Prof. Oak. Reaching the entrance to Embedded Tower requires that you have Pokémon with the moves Rock Climb and Surf. Luckily, Embedded Tower isn't a winding multi-floor structure, but a simple cave with Groudon/Kyogre in the middle of the room. Groudon/Kyogre is at level 50 when you encounter it.

Groudon's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 153 170 187
Def 144 160 176
SpA 108 120 132
SpD 99 110 121
Spe 99 110 121

Groudon's Minimum Speed
Min- Min Min+
85 95 104

Groudon's Moveset:
Rest (10 PP)
Earthquake (10 PP)
AncientPower (5 PP)
Eruption (5 PP)

Total PP = 30

Rest is a major issue, since Groudon will use it to fully restore its HP. Furthermore, Rest will remove any status condition inflicted on Groudon by inflicting it with sleep, although this will provide you with two free turns to reduce Groudon's HP after it was restored or to heal your own Pokémon. Earthquake is going to be inflicting a good amount of damage with its 150 BP after STAB and Groudon's impressive Attack stat. AncientPower can make the capture more difficult if it manages to boost each of Groudon's already impressive stats by 50%, but with only a 10% chance of that happening, you shouldn't worry too much about it. Eruption can pose a threat due to the boost it gets from the perpetual sunlight (thanks to Groudon's Drought ability), and the fact that Groudon can replenish its HP with Rest to use the attack at full power. Therefore, it may be wise to bring along a Pokémon with a move like Rain Dance to change the weather, especially if you're using Parasect or Breloom as your catcher. Rain Dance is recommended over Hail, since Groudon's HP will be reduced each turn for the duration of the weather, and Sandstorm should only be used if you are fighting Groudon with a Pokémon immune to the weather's damaging effects, lest the damage racks up too quickly. If you trade it over from a different game, Kyogre's Drizzle will even act as a foil to Groudon's Drought, putting the Battlefield under a perpetual rain. However, if used on the first turn, Kyogre must have a lower Speed stat than Groudon to have its weather take precedence.

Kyogre's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 108 132 120
Def 99 110 121
SpA 153 170 187
SpD 144 160 176
Spe 99 110 121

Kyogre's Minimum Speed
Min- Min Min+
85 95 104

Kyogre's Moveset:
Aqua Ring (20 PP)
Ice Beam (10 PP)
AncientPower (5 PP)
Water Spout (5 PP)

Total PP = 40

Aqua Ring will make Kyogre one of the most annoying captures; restoring its HP by 1/16 at the end of each turn means that keeping Kyogre's HP at 1 will be impossible. Additionally, you will have to frequently attack Kyogre to ensure that it doesn't restore too much HP. AncientPower can become a problem in the long run if by a 1 in 10 chance it manages to boost all of Kyogre's stats by one stage. Water Spout can be detrimental coming off Kyogre's impressive Special Attack, especially if it makes use of it early in the match when it has most of its HP or if it manages to restore its HP with Aqua Ring. The fact that you're playing under perpetual rain (thanks to Drizzle) doesn't help the situation, since it boosts Water Spout's damage by 50%. If Water Spout makes you too nervous, using Sunny Day will reduce its power whenever sunlight is in effect, and will reduce it to normal power at most, once the weather has cleared. Hopefully by this point, Kyogre's HP is at a lower point regardless. Sandstorm and Hail are not recommended, as even though Kyogre has Aqua Ring, they will chip away at its HP every turn. If you can trade one over, Groudon will also counter Kyogre's rain with its Drought Ability, ensuring that Water Spout will always have its power reduced. That said, if it leads, Groudon will only summon sunlight if it is slower than Kyogre.

It may be tempting to use an attack like Taunt to prevent Groudon/Kyogre from using Rest/Aqua Ring, but with such a low total PP it would only cause Groudon/Kyogre to start Struggling sooner. When attempting to capture Groudon/Kyogre, remember to bring along about 30 or more Heavy Balls (the number depends on the number of Blk Apricorns you managed to accumulate) along with your stock of Dusk Balls. Net Balls are good back ups if you're facing Kyogre, especially if you lack Blk Apricorns to make Heavy Balls. Once you've captured Groudon/Kyogre, the Hiker standing outside the cave will come in and mention that there may be a secret to the Embedded Tower and to visit Prof. Oak to learn its entire story. After he leaves, you can exit and use Fly to leave Route 47, but don't forget to pick up the Wave Incense located on a sandy patch at the bottom a cliff that requires Rock Climb to scale it.

Rayquaza

Rayquaza is located in Embedded Tower, in the same spot you found Groudon/Kyogre initially. Rayquaza will appear in Embedded Tower once you have acquired the Jade Orb from Prof. Oak, obtained only when you go speak to him with both Groudon and Kyogre in your party. Therefore, you have to trade over a Groudon to your HeartGold or a Kyogre to SoulSilver before Prof. Oak will give you the Jade Orb. Furthermore, you cannot use the Groudon/Kyogre from RSE; it must be the one obtained from Embedded Tower. Rock Climb and Surf are required to reach the entrance to Embedded Tower. When you enter Embedded Tower you're automatically led straight to Rayquaza and it seems as though the battle will start instantly, but instead Rayquaza just lets out a cry and you're back in control so you can just save right in front of it, instead of outside Embedded Tower. Rayquaza appears at level 50.

Rayquaza's Maximum Stats
Stat
Max- Max Max+
HP - 180 -
Atk 153 170 187
Def 99 110 121
SpA 153 170 187
SpD 99 110 121
Spe 103 115 126

Rayquaza's Moveset:
Rest (10 PP)
Air Slash (20 PP)
AncientPower (5 PP)
Outrage (15 PP)

Total PP = 50

Rest is going to be a problem, as it forces you to reduce Rayquaza's HP again after it is used, despite any prior damage you inflicted on it. Fortunately, Rest puts Rayquaza to sleep for two turns, so you have two free turns to do as you please while it takes a nap. Air Slash is going to inflict serious damage to most of the recommended Pokémon in the “The Catcher” sectioncatchers, and with a 30% flinch rate, expect to get annoyed at times while you attempt to catch Rayquaza. AncientPower is a minor problem because it can boost Rayquaza's stats by 50%, but only has a 10% chance of doing so. Outrage is definitely the move to watch out for when facing Rayquaza. With a Base Power of 180 after STAB, it will definitely make on impact on your Pokémon's HP. Although, the main issue with Outrage is that Rayquaza becomes confused after 2-3 turns of using Outrage, so it can hurt itself, and potentially faint itself, before you can catch it. Furthermore, putting Rayquaza to sleep when it's using Outrage will immediately cause it to become confused. Luckily, Outrage only wastes 1 PP (or 2 PP if the opposing Pokémon has the ability Pressure) during the duration of the attack, which lasts until Rayquaza becomes confused due to fatigue.

Taunt is a good move to ensure Rayquaza can't use Rest to restore its HP, since it can be taught easily via TM. The confusion caused by Outrage can be handled in a few ways. One strategy would be to use Trick to give Rayquaza a Persim Berry, although this is only a one-time solution. For a permanent solution, you could bring a Pokémon with the ability Own Tempo, such as Slowpoke and Slowbro, and use Skill Swap to trade abilities with Rayquaza. Then, with Own Tempo as Rayquaza’s ability, it will not get confused when using Outrage. Dusk Balls have a Ball Rate of 3.5 in Embedded Tower since it is a dark area's ability, it will not get confused when using Outrage. Once you have captured Rayquaza, simply exit Embedded Tower and use Fly to leave Route 47.

Latios/Latias (Enigma Stone event)

Latios is obtainable in HeartGold and Latias is obtainable in SoulSilver through the Enigma Stone event. The Enigma Stone is an item that was given away over Nintendo Wi-Fi Connection from November 11, 2009 to January 11, 2010 for Japanese games and from July 31, 2010 to August 27, 2010 for other regions. Once you pick up the Engima Stone from a PokéMart, head over to Pewter Museum where you will meet Steven Stone. Then, the museum's reasearcher will take the Engima Stone and reveal that it is the Soul Dew. Once you have obtained the Soul Dew from the research and left the museum, Latios/Latias will appear before you. Whether you want to capture Latios/Latias the moment it appears is up to you, since you can leave and come back to it once you are fully prepared. Latios/Latias is at level 40 when you confront it.

Latios’s' Maximum Stats (Level 40)
Stats Max- Max Max+
HP - 126 -
Atk 80 89 97
Def 72 81 89
SpA 108 121 133
SpD 94 105 115
Spe 94 105 115

Latios’s' Moveset:
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)
Zen Headbutt (15 PP)

Total PP = 50


Refresh will cure Latios of any status conditions, so while facing Latios sleep should be your primary form of status since it can’t attack; Latios cannot use Refresh while inflicted with sleep status. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios’s' attacks will inflict more damage as the battle progress if the stat decreases accumulate. Zen Headbutt's 20% flinch rate can be a nuisance if Latios outspeeds your Pokémon.

Latias’s' Maximum Stats (Level 40)
Stats Max- Max Max+
HP - 126 -
Atk 72 81 89
Def 80 89 97
SpA 94 105 115
SpD 108 121 133
Spe 94 105 115

Latias’s Moveset:
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)
Zen Headbutt (15 PP)

Total PP = 55


Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. Zen Headbutt can get annoying with a 20% flinch rate, as long as Latias outspeeds your Pokémon; otherwise, its not a significant threat.

Sinjoh Dragon Trio Dialga/Palkia/Giratina

After making their premiere in DPP, Dialga, Palkia, and Giratina make a return in HeartGold and SoulSilver in the Sinjoh Ruins to the north of Johto. The Sinjoh Ruins can only be reached through an event at the Ruins of Alph involving Arceus. To initiate the event, you must place Arceus at the head of your party and enter the Ruins Research Center. Although wWhen you try to enter, the research director will exit and bump into you and notice Arceus, then he willsubsequently leading you into the Ruins of Alph; wthere you will be transported to the Sinjoh Ruins. At first you will be inside the Sinjoh Ruins,; once you exit you will meet a Hiker who will take you to a cabin located in front of the ruins where you will meet Cynthia, who also returns from her debut in DPP. Cynthia will explain how Arceus can create new life and wants to see it perform the feat inside the Sinjoh Ruins, so she leaves and waits for you inside the ruins. Before you head towards the ruins, you must deposit every Pokémon in your party, except for Arceus. There is a PC in the cabin, which you can use to deposit your Pokémon, along with an old man and his Abra who can Teleport you back to the Ruins of Alph if you want to go back. Once you have deposited your Pokémon, head inside the Si njoh Ruins, where Cynthia will lead you to the center of the Mystri Stage and explain how Arceus can create one of three Pokémon (Dialga, Palkia, or Giratina) based on the circle you select. Once you select which Pokémon you want Arceus to create, a sequence of images will commence that concludes with Arceus creating an egg of the legendary Pokémon you selected. When the ritual is over and you have received your legendary Pokémon, the Unown will appear and you will be transported back to the inside of the Ruins of Alph. Dialga/Palkia/Giratina is received at level 1 and comes with its respective orb attached; Palkia comes with the Lustrous Orb, Dialga with the Adamant Orb, and Giratina with the Griseous Orb. Note that the Sinjoh Ruins event is the only way to obtain the Griseous Orb—the item allowing Giratina to assume it Origin Forme—in HGSS.

The Arceus necessary for this event must be from a Nintendo Event or the one from the Hall of Origin in DPP. This event can be done twice to receive up to two of the three Sinjoh dragons. To activate the event again, you must use the either the Hall of Origin Arceus or one from a Nintendo Event, if you used the Hall of Origin Arceus the first time, then the second would require a Nintendo Event Arceus and vice-versa. Bring the Arceus to the Ruins of Alph, enter the ruins, and you will be transported back to the Sinjoh Ruins.

Dialga's Maximum Stats
Stats Max- Max Max+
HP - 13 -
Atk 6 7 7
Def 6 7 7
SpA 8 8 7
SpD 7 7 6
Spe 6 7 7

Dialga’s Moveset:
DragonBreath (20 PP)
Scary Face (10 PP)

Total PP = 30


Palkia's Maximum Stats
Stats Max- Max Max+
HP - 13 -
Atk 6 7 7
Def 6 7 7
SpA 7 8 8
SpD 6 7 7
Spe 6 7 7

Palkia’s Moveset:
DragonBreath (20 PP)
Scary Face (10 PP)

Total PP = 30

Giratina's Maximum Stats (Origin Forme)

Stats Max- Max Max+
HP - 14 -
Atk 6 7 7
Def 6 7 7
SpA 6 7 7
SpD 6 7 7
Spe 6 7 7

Giratina’s Moveset:
DragonBreath (20 PP)
Scary Face (10 PP)

Total PP = 30

Giratina’
's Maximum Stats (Altered Forme)
Stats Max- Max Max+
HP - 14 -
Atk 6 7 7
Def 6 7 7
SpA 6 7 7
SpD 6 7 7
Spe 6 7 7

Giratina’s Moveset:
DragonBreath (20 PP)
Scary Face (10 PP)

Total PP = 30

One suggestion I do have that I did not edit into the article is moving the Raikou/Entei section. Its current location (after the birds and Mewtwo) makes no sense besides the fact that it puts them in close proximity with Latios/Latias, and keeps them with Suicune, but I don't feel that chronologically it makes sense to have them where they are. I have a number of suggestions on how to fix this, which is why I didn't just edit in one way. They are:

  1. At the beginning of the guide, before Lugia/Ho-Oh. Keep Suicune, Latios, and Latias where they are.
  2. At the beginning of the guide. Move Suicune and Latios/Latias before the legendary birds and Mewtwo.
  3. After Lugia/Ho-Oh. Move Suicune, and Latios/Latias along with them.
I would recommend option two or three, but it's really up to you. I just don't think it makes sense as it stands.

Also, you mention that Arceus will create a dragon "based on which circle you select." Could you possibly mention which circle creates each dragon?

That's all I really have to say about changes for now. For your own future reference though:

I noticed you commonly used a semicolon (;) where you should use a comma (,) or an em dash (—). Whenever you are using a semicolon, you must have complete sentences on each side; you should be able to put a period wherever a semicolon is, and the two created sentences should make sense. Conversely, a comma or an em dash can be used for more basic asides—namely, sentence fragments—that do not function as standalone sentences. I replaced a lot of semicolons with commas, so this is something to watch in the future. I know it's pretty common to misuse the semicolon online (I probably do it myself a lot), but it's definitely something to watch in more "formal" writing.

Additionally, you begin many sentences with "although," where it does not always flow so well. It also looks kind of funny, although it is apparently the more acceptable alternative to starting a sentence with "though." I replaced many of these with "however," though that may just be a personal bias of mine, which makes "although" sentences look funny. Regardless, you use it with great frequency, so it adds more variety to your piece if you change things up a little. We all have our little writing quirks, and there's nothing inherently wrong with that, but it's still something to look out for.

Please don't feel insulted or "called out" by the above two paragraphs; I am simply pointing them out to you so that you can apply them in the future. It's often hard to see things like that in your own work, hence the process of proofreading.

Finally, if you post or send me a PM when this is done (ie. formally checked and such), I can convert it to HTML for the site, since I have done at least one article of this type before, and I'm sure everyone else is busy with things. Good work on your article, and I hope you write more guides in the future.
 
Yeah this what I get for not refreshing my memory with basic grammar, and yeah I could see that my semicolon seemed incorrect for the most of it. The excessive use of although was apparent too. As for why I didn't use the em dash, I don't know how to make it on Microsoft Word. As for the two paragraphs, it's cool, trust me I've heard worst criticisms than that. Besides pointing out my bad grammar isn't going to upset me or make me start flaming you. The order in which I placed all the Pokemon is following the Pokedex except for Lugia and Ho-oh who i felt had to be the first since they are the box Pokemon for the games but I guess I can switch around Raikou. Finally, thanks for the check :)
 
You can use Alt+0151 to type an em dash on any Windows computer, and it's selectable in the "Special Characters" section on a Mac. Also, I didn't really notice the order was the PokéDex, but I do still think that Raikou/Entei should be put earlier since they are first released in the main storyline, even if they aren't mandatory to fight like Lugia/Ho-Oh.
 
You can use Alt+0151 to type an em dash on any Windows computer, and it's selectable in the "Special Characters" section on a Mac. Also, I didn't really notice the order was the PokéDex, but I do still think that Raikou/Entei should be put earlier since they are first released in the main storyline, even if they aren't mandatory to fight like Lugia/Ho-Oh.
Then they'll be put after Ho-Oh and Lugia and Suicune will have to be moved up as well since it is accessible before you can face the birds. Thank you for the input
 
Just a few more nitpicks I have while quickly seeing this again:

Kyogre's Max and Max+ Attack need to be swapped in its section (ie. swap 120 and 132).

Similarly, both Dialga's SpA and SpD columns appear to be displayed in reverse order. Incidentally, making these changes leaves Dialga and Palkia with the same stats, so you could even make the section "Dialga/Palkia's Maximum Stats" to conserve space.

Giratina's formes have the same stats at level 1, so you really only need "Giratina's Maximum Stats" since they work for both formes.

There is one instance of "Soul Silver" instead of SoulSilver in the sentence "Latios/Latias appears at level 35 in Soul Silver."

Also, while copy/pasting my corrections, you missed that the header for many Pokémon should read the singular "Stat" (ie. Stat Max- Max Max+). This applies to: Ho-Oh (Level 70), Entei, Articuno, Zapdos, Moltres, Latios (Level 35), and Latias (Level 35).

I believe that's it for now. Once the GP team get around to this topic, I'll do the HTML for the article.
 
This is a small suggestion, but you should mention Houndoom on catching level 45 ho-oh because none of it's attacks effect it.
 
changes made Arceus, was so focused on the words I ignored the numbers -_-;

This is a small suggestion, but you should mention Houndoom on catching level 45 ho-oh because none of it's attacks effect it.
I could but what I don't like about houndoom is that it isn't a good catcher since it lacks a reliable status move. You could inflict a status condition on Ho-Oh with someone else, but then you'd have to waste time switching in houndoom and if you put Ho-Oh to sleep that's a wasted turn. Then switching out Houndoom to put Ho-oh back to sleep results in more wasted turn. If you paralyze it then you lose the 5 point advantage sleep has over paralysis. Anyway, thanks for the suggestion.
 
This is just opinion here, but I tried out a Gallade knowing Hypnosis, Mean Look, Swords Dance, and False Swipe, and it worked wonderfully for catching the HG/SS legendaries (especially the roamers). I easily recommend it as the best catcher. Unfortunately there's no access to Ralts and its evolutions (without trading) until after you get the National Pokedex.

Parasect is also a good option, but having a 4x weakness to fire and flying, and 2x weakness to Rock and Ice makes it dangerous to use versus most of the HG/SS legendaries. Lack of a trapping move like Mean Look makes it very difficult to use versus the roamers, as well.
 
As for me, I've been using a Gallade knowing Hypnosis, Mean Look, Taunt, and False Swipe. Having Taunt prevents Roar, and after you've trapped with Mean Look and Taunted the roamer, you can take your time False Swiping it, instead of having your efforts being Roared away after Swords Dancing for the False Swipe.
 
As for me, I've been using a Gallade knowing Hypnosis, Mean Look, Taunt, and False Swipe. Having Taunt prevents Roar, and after you've trapped with Mean Look and Taunted the roamer, you can take your time False Swiping it, instead of having your efforts being Roared away after Swords Dancing for the False Swipe.
Excellent strategy, wish I'd thought of it! Not to mention since you're capturing legendaries, if you want the extra attack that a Swords Dance would provide, well that's what X Attack are for. Also a few X Accuracy to help with Hypnosis's hit rate.

Plus Taunt prevents certain legendaries from doing really annoying things that do nothing but confound you and waste time (like Lugia's Safeguard, Kyogre's Aqua Ring, Groudon and Rayquaza's Rest).
 
Here is my proofread:
Preparations

Capture Rate

Each legendary is assigned a numerical catch rate, as are all wild Pokémon. Essentially, the higher the Catch Rate, the higher the chance to capture. The Catch Rate is plugged into a formula, which determines whether the Pokémon will be captured or not. While the actual in-game formula is quite complex, Community Member X-Act has made a formula that produces nearly exact results. Note to always round down should you get a decimal.

(( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

Top Poké Ball Rates :

Master Ball : 255
Dusk Ball (In dark areas like caves or outside between the hours of 20:00 and 4:00) : 4
Timer Ball (30+ Turns) : 4
Net Ball (Against a Bug or Water type) : 3
Repeat Ball (Against previously caught Pokémon) : 3
Ultra Ball : 2
Great Ball : 1.5


A Master Ball catches any wild Pokémon without fail, though it may only be obtained once through Prof. Elm, or winning the lottery held at Goldenrod Radio Tower. Timer Balls begin at 1 and increase every 10 turns, with a cap of 4. Quick Balls begin at 4, and decrease every 5 turns, stopping at with a low of 1. Neither of these Balls exceed the rate of the Dusk Ball, and are somewhat more circumstantial. All other balls have a catch rate of 1 against the legendaries. It is preferred to use either Dusk or Ultra Balls, keeping some Timer Balls in reserve.

Status Numbers:

Freeze : 10
Sleep : 10
Paralysis : 5
Burn : 5
Poison : 5
None : 1

As you can see, sleep is your best bet, due to the lack of reliable freeze moves. Paralysis is a much lower number #, so sleep moves are preferred. You should never poison, or burn the legend; this sets a time limit on the longevity of your legend's lifespan.

The catch rates of the all(right?) legendaries are 3, except for Groudon and Kyogre, who have a catch rate of 5.

Let's say we try and catch a Level 5 max HP Magikarp with a Dusk Ball. Magikarp’s Catch Rate is 255.

(1 + ((18*3 - 18*2) * 255 * 4 * 1)) / (18*3)) / 256

= ((1 + (18 * 255 * 4 * 1)) / 54) / 256
= ((1 + 18360) / 54) / 256
= (18361 / 54) / 256
= 340 / 256
= 1.328125
Any decimal numbers were not shown, and simply rounded down.

So, if the end result is over 1, you have a 100% chance to capture the Pokémon. However, due to varying IVs, it' is difficult to know the max HP of the legendaries, let alone determine their current HP. The formula is simply here for reference, and a little bit of insight on why certain Balls or Status effects are used.

Ball Capsules

Just like you wouldn't go into the woods without proper equipment, you can't expect to catch the legendary Pokémon in Johto and Kanto without being prepared. You'll need to stock up on Poké Balls, as explained above, Dusk being is the most effective. These can be picked up at a few later-game PokéMarts, Safari Zone Gate, and Frontier Access. Furthermore, they are available before you fight your first stationary legendary. You'll want to have at least 50 Dusk Balls on you for each encounter, and there are 13 legendaries per game cartridge that are caught in Poké Balls (including event Pokémon). That totals 650 Dusk Balls, and you'll probably want to have at least 50 Ultra and/or Timer Balls in reserve.

Granted, it wouldn't be most cost effective to go out and buy 600 Poké Balls at once, so it is best to only carry around 100 Dusk Balls and 50 Timer/Ultra Balls at one time. This is great if say, Groudon is caught on the first Dusk Ball thrown, whereas Lugia takes 65 Balls. Timer Balls are a viable option if you are not battling in a cave, and if you wait long enough, which you typically shouldn't have to. Net Balls make capturing Suicune and Kyogre easier, and are therefore good substitutes for Dusk Balls when capturing them these Pokémon. For Ho-Oh, Suicune, Latios, Latias, Zapdos, Raikou, and Entei, you'll have to wait until between 20:00 and 4:00 on your DS clock for the Dusk Balls to work to their full potential, but you can always change the time on the DS clock if you would rather not wait. However, the remaining legendaries are found in caves or dark areas, so Dusk Balls function at their maximum capability when used on them. Alternatively, if you own a copy of Pokémon Emerald and a DS/DS Lite system, you can use the Battle Tower cloning glitch to produce multiple Master Balls and transfer them to your HeartGold or SoulSilver through the Pal Park in Fuchsia City. Furthermore, in HG/SS the 24-hour limit on migrating does not exist, so you can transfer as many Master Balls as you like without having to wait a day after each migration.

Being remakes of the original Gold and Silver, HeartGold and SoulSilver revived the concept of Apricorn Balls. There are 7 Apricorn Balls in total, but the most useful ones for capturing legendaries would be Fast, Level, and Heavy Balls. The Apricorn Balls function differently than other Poké Balls by directly affecting a Pokémon's catch rate. The Fast Ball is crafted from the Wht Apricorn, and multiplies a Pokémon's catch rate by 4 when it's used on Pokémon with base 100 or greater Speed. Therefore, the Fast Ball is definitely a Poké Ball to consider stocking up on when preparing to catch a legendary, especially the roamers, who meet the Speed requirement necessary to use the Fast Ball to its full potential. The Level Ball is created from the Red Apricorn, and its effectiveness depends on the level difference between the legendary you are facing and the Pokémon you have out. At most, the Level Ball will multiply the capture rate of a legendary by 4 when the difference in level between the Pokémon you have out and the one you're facing is greater than half of your Pokémon's level, which includes the following legendaries (for the rest it will only multiply their capture rates by 1 or 2): Suicune, Entei, Raikou, Ho-Oh (HeartGold), Lugia (SoulSilver), Latios, and Latias. The reason that the Level Ball's Rate is 4 when used on the aforementioned legendaries is that their levels are below 50, with the highest being 45 for Ho-Oh and Lugia in their respective versions, so all you have to do is use a Pokémon with level 91+ to achieve a Ball rate of 4 against any of these legendaries. The Heavy Ball, created from Blk Apricorns, deserves a mention due to the Hoenn weather trio. The Heavy Ball adds 20 to a Pokémon's catch rate if it weighs more than 451.5 lbs, 30 if it weighs more than 677.3 lbs, and 40 if it weighs over 903.0 lbs. Groudon, being the heaviest Pokémon in the current PokéDex (weighing over a ton), brings out the Heavy Ball's full potential, which makes capturing Groudon much simpler by adding 40 to its catch rate. Kyogre is heavy enough that the Heavy Ball adds 30 to its catch rate, and Rayquaza gains 20 on its catch rate.

While the Apricorn Balls may be useful for capturing legendaries, they are also more difficult to obtain than typical Poké Balls. Kurt can only make one type of Ball a day, and Apricorn trees only produce one Apricorn a day. Although, you can resolve these problems by changing the DS clock if you would like to speed up the process and assemble a large collection of Balls. For a list of where to find Apricorns look here.

The Synchronizer

After you get yourself some Balls, you'll want to get a Synchronizer. "What's a Synchronizer?" you may ask. Well, when you have a Pokémon with the Ability Synchronize in the first slot of your party, all wild Pokémon have a 50% chance of inheriting the nature of that Pokémon. An even better trait is that the Pokémon doesn't have to be alive for Synchronize to work its magic, so you can have a fainted Synchronizer at the head of your party, and the effects remain intact. This way, you can have an increased chance of getting the nature you want, which is something you'll have to decide on your own; it is a trainer’s personal preference on what nature to use. Refer to the analyses in the Smogon Dex for ideas if you're stuck.

Now, where will you find these Pokémon that have the ability Synchronize? Well, The list of all Pokémon that can have Synchronize this trait is as follows:

Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, and Gardevoir

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Natu is the most common Synchronizer found in the wild (in the Ruins of Alph), although you will need to go through a section of Union Cave and use Surf to access the area they are found in. Abra will probably be the first Synchronizer you run into on Route 34, and subsequently on Route 5, Route 6, Route 8, Route 24, Route 25, Route 35, and the Safari Zone. Alternatively, you can purchase Abra at Goldenrod Game Corner for 200 coins and you can soft reset for its nature and ability. Kadabra makes its home in Route 8 and Cerulean Cave. Espeon and Umbreon can be obtained by evolving the Eevee given to you by Bill in Goldenrod City. After obtaining the National Dex you will have access to Ralts, who is found on Route 34 as a Swarm Pokémon. Finally, Mew is obtained through Nintendo events. Furthermore, it is worth noting that aside from Mew, Umbreon, and Espeon; the aforementioned Pokémon have two abilities, so you may not always get Synchronize and the nature you want on the first try simultaneously.

After obtaining the National PokéDex and access to Kanto (which you will need to catch a majority of the legendaries in HG/SS), it is considerably easier to get Synchronizers. You can soft reset at the Game Corner Prize Shop in FireRed/LeafGreen for Abras, or transfer over Synchronizers you had in the previous generation for catching non-legendaries in Emerald.

The Catcher

Get Now that you have your Synchronizer, and unless you are planning on transferring over unlimited Master Balls from your previous generation games, you'll probably need a good capturing Pokémon to complement it. What makes a good capturing Pokémon? A Pokémon that can learn both a reliable sleep move (60 Accuracy and up), and False Swipe (a TM found in the Goldenrod Department Store, that keeps the wild Pokémon at 1 HP if it would have fainted from the attack) is an example of a good capturing Pokemon. Although the legendaries aren’t going to be crippled by False Swipe, it’s still great to get the legends’ HP as low as possible before throwing your Balls. A list of Pokémon that meet the above criteria is as follows:

Paras, Parasect, Mew, Breloom and Gallade

Parasect is probably the easiest to obtain, but you must get it up to a very high level, with an Attack boosting nature. If you do end up using Parasect, make sure it was obtained in a fourth generation game, to ensure it has the ability Dry Skin, rather than Effect Spore, which could give the legendary an undesired status ailment. Mew only learns Hypnosis via Pokémon XD and My Pokémon Ranch, and Gallade can only learn Hypnosis while it is Ralts or Kirlia, and False Swipe only once it is evolved into Gallade. However, Gallade also learns Mean Look as an egg move, so it can be used to trap the roamers as well. Breloom is a good option as well, learning Spore, the most accurate Sleep move available. However, you must breed False Swipe onto it as an egg move, and like Parasect, avoid the ability Effect Spore. In conclusion, Gallade is probably the best; it’s just a bit of a pain to get Ralts/Kirlia to a high level to get Hypnosis, and even more of a pain to get a male one in the first place. Mind you, your catcher should be at a high level anyway—hopefully level 70+, since the highest level of any in-game legendary is 70.

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The "One Under" Pokémon

An optional Pokémon that you may wish to take with you is the "one under" Pokémon. This is a Pokémon that has a Speed stat one point below the maximum of the legendary you're trying to catch. This is for the Pokémon you really need to have reach a certain speed. It isn't the wisest choice to bring one of these along for every legendary, since the "one under" Pokémon can be a pain to get, but it will be worth it if you don't have Master Balls. The idea is to switch your Synchronizer to the "one under" (or if your Synchronizer has been fainted just start of with the "one under"), then have the latter use an attack. If the legendary goes first, switch to the capture Pokémon and continue the battle, if not, reset. This "one under" should either be of a high level, or be holding a Focus Sash (which can be obtained from the Winner's Path PokéWalker course, the Battle Frontier, or as a gift from your mother when you allow her to save your money).

If you are going for a defensive legendary who is not concerned about outspeeding certain threats, or for a legendary you plan to use for a Trick Room team, then you may wish to go for a different variation of the "one under" Pokémon that uses Endeavor. Endeavor is a move that takes the foe's Pokémon's HP down to the HP the Endeavor user currently has, but fails if the Pokémon using Endeavor has more HP than its target. This can be abused by giving your Endeavor Pokémon 1 less HP than the maximum HP of the legendary you are going for. If your "one under" Pokémon's Endeavor attack fails, then you know that the legendary you are fighting does not have the amount of HP you are looking for, so you can reset without having to capturing it. If Endeavor takes the legendary's HP down, then you know it is fine to resume trying to capture it. However, this Pokémon must also be faster than the legendary, so it does not risk taking damage, which would result in a false positive.

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Other Items and Pokémon

Take another stop at a PokéMart; you’ll want to buy a few Revives and Hyper/Max Potions or Full Restores if you’re far enough in the game. Revives are also found in the when(??) using Rock Smash, along with their more powerful variant: Max Revives, but only in Ruins of Alph. These are mainly for keeping your main capture Pokémon alive, as well as the remainder of your party. About 30 Super Repels are almost mandatory too (these are actually more cost effective than Max Repels). 5 or so Escape Ropes are good to have for Pokémon like Articuno and Lugia, who are found deep within caves. You should always bring a team of 3 high-leveled Pokémon (the other two are HM slaves, but leveling them up is great) with your Synchronizer in the lead. The only exceptions are when you are catching any of the runners. In this case, you could use Wobbuffet in your first slot in order to trap them, or use Mean Look Gallade (this is recommended, as Gallade is an excellent catcher).

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Reviving Legendaries

A feature introduced in Platinum has been brought back in HeartGold and SoulSilver on a much larger scale: the ability to revive legendaries after you have fainted them or ran from the battle. This ability applies to every legendary that you can capture in a Ball, including the Engima Stone event Latios/Latias. However, you will have to defeat the Elite Four every time you wish to revive any legendaries you have fainted/ran from prior to defeating the Elite Four. Most of the legendaries will reappear in the location at which you encountered them (ex: Ho-Oh at Bell Tower and Lugia at Whirl Islands). However, Suicune will reappear at Burned Tower. The roamers will not reappear at the location at which you released them (Raikou and Entei at Burned Tower, Latias/Latios after leaving the Pokémon Fan Club and talking to Steven); instead, they will reappear roaming Johto/Kanto, and you can only faint them to revive them after beating the Elite Four. Furthermore, the IVs and nature of the revived legendaries are not set to the ones they had when you fainted them. For example, if Raikou had the arbitrary nature and IVs combination of Modest nature and 13/21/6/5/0/28 while roaming Johto, and you faint it and revive it by defeating the Elite Four, it can reappear roaming Johto with a different nature/IVs combination. Finally, the all of the roamers' IVs and natures are generated at the same time when that they are re-released after defeating the Elite Four. In other words, if you faint both Raikou and Entei the first time around, both of the legendary beasts will be revived with new IVs and natures upon defeating the Elite Four.

The ability to revive legendaries is most useful when you have to forcibly confront your box Pokémon—Ho-Oh and Lugia in HeartGold and SoulSilver, respectively. Instead of having to spend time preparing to catch your legendary, you can simply flee or faint them and return at a later point in the game when you have the time to prepare and access to more functions like the Pal Park. Of course prior to confronting Ho-Oh or Lugia you had to release the legendary beasts from Burned Tower, so this feature could prove useful if you didn't want to waste time capturing them at that point in the game. Nonetheless, it is easier to soft reset or RNG them at Burned Tower, since it gets tedious having to defeat all the members of the Elite Four and Lance every time you want to re-release the Raikou/Entei. The Red Gyarados, while not a legendary Pokémon, can also be revived through this method, which is useful since you're forced to battle it to progress through the story, and you may not wish to waste time soft resetting or RNG abusing it at that time. This feature also acts a safety measure, to ensure that you don't lose any legendaries you accidentally faint or flee from without saving prior to encountering them.

Tricks of the Trade

Before you go after your first legendary keep in mind a couple tips:

Always save before the legendary. For Raikou and Entei, save before stepping off the second set of stairs in the basement floor of Burned Tower, where they are located. For the roaming Latios and Latias (in HeartGold and SoulSilver, respectively), save before leaving the Pokémon Fan Club after obtaining the Poké Doll.

Check the stats in the legendary's section before you save, and after you compare the stats and are interested, check them with Metalkid's IV Calculator. You can use some Rare Candies and record the stats for each level if you wish, but for legendaries this is generally not necessary due to the higher base stats.

Learn about characteristics, as they can usually help you determine the exact IV of at least one stat when combined with an IV calculator and the stat list.

Make sure you have a maximum of five Pokémon in your party whenever you are about to fight a legendary. This allows you to check the nature and stats of your legendary while it is in your party, saving you a trip back to a Pokémon Center to check Bill's PC.

Keep realistic expectations if you are soft resetting your legendary. If you're only willing to accept a legendary with quadruple 31 IVs, you could be there for a very long time. Although, you can remedy this problem by RNG abusing your legendary, which allows you to control its nature and IVs to an extent. Information on PRNG manipulation can found here.

Watch the HP bars if you're not using Master Balls. Compare the approximate damage done by your Pokémon to the HP of the legendary once you've caught it, and vice-versa, with the legendary's Attack/Special Attack. This should help you out; if you do too much damage on a defensive legendary, you can reset without the battling process. The same goes if an offensive one doesn't do enough damage to you.

If a legendary runs out of Power Points for all its moves, it will use the move Struggle. Struggle is a typeless attack that causes 25% recoil of the user's maximum HP. So once a legendary starts to Struggle, it isn't long for this world, especially if you have previously used False Swipe to lower it to 1 HP.

Having a Pokémon with the move Trick can be useful by to give the legendary your facing items. Tricking a Leppa Berry, for example, onto legendaries with attacks that have low PP ensures that you have a few more turns before they start Struggling. Tricking an item like Focus Sash, allows you to bring down the legendary Pokémon's HP to 1 with a single powerful attack, instead of wasting turns slowly reducing its HP with a weak attack like False Swipe.

Catching the Legends

Now that you have some more knowledge, or at least something to reference, get out a piece of paper and a pencil. Be prepared to make a tally mark every time a legendary uses a move, and put two marks if your Pokémon has the Ability Pressure. This will be used to reference the amount of PP the legendaries have before Struggling, which is listed in this section. Note that if your sleep-inducing Pokémon is slower than the legendary, it will use a PP (or two with Pressure) the turn it is put to sleep; and of course it still uses PP the turn it wakes. PP is not used up while the legendary is asleep.

The order you catch these legendaries is a matter of personal preference and availability, as certain legendaries become available after you've completed specific tasks, such as obtaining the National PokéDex or defeating Red. That said, you should attempt the lower leveled legendaries first and work your way up. The roamers would be best left for later, since you have to go through the hassle of getting them to appear in the area you are in and then prevent them from fleeing.

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HG/SS legends:

Lugia

Lugia is the mascot for SoulSilver, and is the first stationary legendary you will encounter in that game. It is located deep in the Whirl Islands; specifically, the island located on the upper east, and can only be reached (in SoulSilver) by receiving the Silver Wing from the director of the Goldenrod Radio Tower, and obtaining the Tidal Bell after defeating the Kimono Girls. However, in HeartGold you only need the Silver Wing, given to you by a man in Pewter City, to gain access to Lugia. The Whirl Islands can get confusing so it's best to bring along plenty of Super Repels and a Pokémon that knows Flash to make navigating through the caves much easier. Lugia appears at level 45 in SoulSilver and level 70 in HeartGold.


Lugia’s Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 89 99 108
Def 121 135 148
SpA 89 99 108
SpD 141 157 172
Spe 105 117 128

Lugia’s Moveset (Level 45):
Extrasensory (30 PP)
Rain Dance (5 PP)
Hydro Pump (5(space)PP)
Aeroblast (5 PP)

Total PP = 45

Aeroblast is definitely the move to watch out for when battling Lugia, since it is super effective against most of the Pokémon recommended as catchersthe only one that doesn't share the weakness being Mewand possesses a high critical hit rate. Extrasensory can be annoying if it manages to flinch your Pokémon, although with a 10% chance of that happening, you shouldn't agonize over it.

Lugia’s Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 136 152 167
Def 187 208 228
SpA 136 152 167
SpD 217 242 266
Spe 162 180 198

Lugia’s Moveset (Level 70)
Aeroblast (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard is one of the new additions to Lugia's repertoire that you should watch out for. Safeguard prevents you from inflicting a status condition upon Lugia, while Lugia wastes more PP and gets closer to Struggling. AncientPower can be a pain if it manages to boost Lugia's stats, but with only a 10% chance of that happening you shouldn't worry too much about it.

In SoulSilver, when you are up against Lugia there isn't any strategy to capturing Lugia besides whittling down its HP and inflicting it with paralysis or sleep. However, in HeartGold it would be best to simply paralyze Lugia from the start of the battle to make Safeguard useless. Using Taunt to prevent Lugia from using Safeguard is tempting, but Lugia has such low PP that it would only cause it Lugia to Struggle sooner. Once you've finished with Lugia you can just use an Escape Rope and exit the cave, or explore the Whirl Islands and pick up some of the items lying around, such as a Rare Candy and Max Elixir.

Ho-Oh

Ho-Oh is the star of HeartGold. The Rainbow Pokémon is located high above the clouds atop the sacred Bell Tower. To reach Ho-Oh in HeartGold, you will have to acquire the Rainbow Wing from the manager of the Goldenrod Radio Tower and the Clear Bell from the Kimono Girls. In SoulSilver, you only need the Rainbow Wing, given to you by an old man in Pewter City, as the Clear Bell is unobtainable. Bell Tower itself is a winding 10-floor maze so definitely pack a good number of Repels, but unlike the Whirl Islands, you will not need any HMs or TMs to navigate it. Ho-Oh appears at level 45 in HeartGold and at level 70 in SoulSilver, holding a Sacred Ash in both games.

Ho-Oh's Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 121 135 148
Def 89 99 108
SpA 105 117 128
SpD 141 157 172
Spe 89 99 108

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Ho-Oh's Minimum Speed
Min- Min Min+
77 86 94

Ho-Oh's Moveset (Level 45)
Extrasensory (30 PP)
Sunny Day (5 PP)
Fire Blast (5 PP)
Sacred Fire (5 PP)

Total PP = 45

Sacred Fire is worth worrying about because of its 50% burn rate, so it will most likely be burning your Pokémon, reducing the damage done by your physical attacks by 50%, and wearing down your Pokémon faster. Furthermore if "the sunlight is strong" (thanks to Sunny Day), then Sacred Fire will be inflicting 50% more damage along with its STAB. Fire Blast is worth watching out for due to its sheer power, especially if the sun is shining brightly, and the fact that it can burn your Pokémon as well (even if it is a measly 10% chance).

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Ho-Oh’s Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 187 208 228
Def 136 152 167
SpA 162 180 198
SpD 217 242 266
Spe 136 152 167

Ho-Oh’s Minimum Speed
Min- Min Min+
117 131 144

Ho-Oh’s Moveset (Level 70)

Sacred Fire (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard prolongs the battle if you are planning on putting Ho-Oh to sleep, and lets it waste more PP. AncientPower is a latent threat, which you should only worry about if it manages to boost Ho-Oh’s stats. Sacred Fire is still a major threat that is carried over from Ho-Oh's level 45 set, just without the possible boost from Sunny Day.

Unlike Lugia, Ho-Oh is outside, so if you are planning on using Dusk Balls then you will have to wait until 20:00 – 4:00. When confronting Ho-Oh, remember to bring along a few Full Heals and Full Restores to take care of any burns you may suffer. Once you're done with the Rainbow Pokémon, you can simply use Fly to leave Bell Tower, or if you forgot to bring along a Pokémon that can use Fly, you can use an Escape Rope.

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Raikou/Entei

Raikou and Entei are found in the basement of Burned Tower alongside the other legendary beast, Suicune. Once you reach the bottom of the second set of stairs, Raikou and Entei will run away from you and start roaming Johto. Raikou and Entei's nature and IVs are set when you approach them at Burned Tower and all the beasts flee, not when you encounter them in the routes of Johto. Furthermore, the IVs and nature of Raikou and Entei are determined simultaneously, so just because you got a good nature/IV combination for Raikou does not mean that Entei will share the same quality. Note that a Synchronizer will not work on any of the roaming beasts. To add to the challenge, each time you encounter Raikou/Entei it will attempt to flee at the start of the battle, so be sure to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag or Arena Trap at the head of your party.

Once Raikou and Entei are roaming Johto, you can track them using the built-in map on the PokéGear. The dogsRaikou/Entei will move to an adjacent route every time you enter a different area; however, this only applies when you enter an area that does not have a gate (brown building with green roof) as its entrance, entering a cave also does not cause them Raikou/Entei to move. Additionally, Flying to a new location will cause Raikou and Entei to move to a random route. Therefore, you have to trap Raikou/Entei Raikou or Entei on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes, such as Mahogany Town, and move between the town and the routes next to the town until Raikou/Entei one of the dogs arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully Raikou/Entei moves to the same route. Although, if Raikou or Entei is are at a route that has a gate as its entrance, then you can just go to that route and capture them. and Raikou will remain there so you can encounter it. For example, if a legendary dog Raikou/Entei has moves to Route 44 and you're in Mahagony Town, then you would move to Route 42, and if all goes well Raikou or Entei will have moved to the same route, but if your chosen dog is on Route 43 (which has a gate as its entrance), then just go through the gate to enter the route and it will still be there.

Luckily, Raikou and Entei have a high encounter rate whenever you're both in the same route, and it can appear in grass or water, so if it's on a route with water you can Surf to find it. Raikou and Entei are foundis at level 40, so if your lead Pokémon is below level 40, you can use a Super Repel to have one of the dogs appear quickly; otherwise, search the area until it appears.

Raikou's Maximum Stats
Stat Max- Max Max+
HP - 134 -
Atk 76 85 93
Def 69 77 84
SpA 98 109 119
SpD 87 97 106
Spe 98 109 119

Raikou's Moveset:
Roar (20 PP)
Quick Attack (30 PP)
Spark (20 PP)
Reflect (20 PP)

Total PP = 90

Roar will make this a tough capture since it can end the battle instantly and force you to hunt down Raikou again for another chance. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Raikou has the Speed you want. Reflect can be annoying by prolonging the battle, since it reduces the damage done by your physical attacks, making it harder to whittle down Raikou's HP with False Swipe. Spark can be annoying with its 30% paralysis rate, but other than that it doesn't pose a significant threat.

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Entei's Maximum Stats
Stat Max- Max Max+
HP - 154 -
Atk 98 109 119
Def 76 85 93
SpA 80 89 97
SpD 69 77 84
Spe 87 97 106

Entei's Moveset:
Roar (20 PP)
Fire Spin (15 PP)
Stomp (20 PP)
Flamethrower (15 PP)

Total PP = 70

Roar is definitely the move to watch out for, as it forces you to flee and going through the process of tracking Entei again. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Entei has the Speed you want. Fire Spin and Stomp are the more annoying attacks as one reduces your Pokémon's HP every turn and the other flinches your Pokémon 30% of the time, respectively.

When facing these two legendaries Raikou/Entei, you will definitely want a way to neutralize Roar. One way is to use Taunt, which Gallade and Mew can learn via TM, to stop it them from using it the attack for a few turns. Furthermore, Taunt prevents Raikou from using Reflect to weaken your Pokémon’s attacks. Should something happen that you have to end the battle with Raikou/Entei before you can catch them, do not worry; any damage or status you may have inflicted on it will still be present come your encounter it. Fortunately, its PP will be fully restored on your next encounter, so you don't have to worry if the first battle you had with Raikou/Entei was a long one.

Finally, if you're planning on soft resetting these two Raikou/Entei, it is easier to do so the first time you release them from Burned Tower than by re-releasing them by defeating the Elite Four. To this end, you can capture a Gastly early on at Sprout Tower during the at night, level it up to learn Mean Look and Night Shade (Night Shade inflicts set damage so its good for gauging Raikou/Entei's HP and ensuring that they aren't KOed accidentally), and it should come with Hypnosis. By the time you get to release the beasts you should have been able to level up Gastly to a high enough level and it should be a Haunter or Gengar, if you are capable of trading with someone. That said, the Gastly line is frail and Hypnosis does have low accuracy, so it won't be an easy capture, but at this point this is one of the best set ups you can have, unless you have access to a Master Ball by trading. RNG abusing Raikou and Entei, however, can be done initially at Burned Tower or at the Pokémon League with relative ease, but you may need a Pokémon like the aforementioned Gastly to ensure you do it successfully at Burned Tower.

Suicune

Suicune resides in the basement of Burned Tower, and like in Pokémon Crystal Version, seems to have a general interest in the main character. Like Raikou and Entei, Suicune will flee from Burned Tower when you approach it, but unlike the other beasts, Suicune will appear before you in the overworld multiple times through out the game. The instances where Suicune appears being: on a ledge on the north side of Cianwood City, behind a small tree on Route 42, on the water in Vermilion Harbor, on the water on Route 14, and finally on top of the hill at the end of Route 25. Suicune will remain atop the hill on Route 25 and give you the opportunity to catch it. Suicune is at level 40 when you finally battle it.

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Suicune's Maximum Stats
Stat Max- Max Max+
HP - 142 -
Atk 69 77 84
Def 98 109 119
SpA 80 89 97
SpD 98 109 119
Spe 76 85 93

Suicune's Moveset:
Rain Dance (5 PP)
Gust (35 PP)
Aurora Beam (20 PP)
Mist (30 PP)

Total PP = 90

There isn't anything noteworthy about Suicune's moveset, so it shouldn't give you any problems while you're trying to catch it. Once you've dealt with Suicune, Eusine will accept that you were the one meant to catch Suicune instead of him and leave.

Articuno

After being excluded from the original Gold and Silver, Articuno makes a return in HGSS in a place you may remember from the good old days of RBY, and later on in FRLG. Articuno makes its home in the Seafoam Islands on Route 20, specifically on the lowest floor of the Islands, and only appears after you have obtained all 16 badges. Definitely pack some Super Repels when you're planning on going for the Freeze Pokémon, since it is a long way down to the bottom. Furthermore, you will encounter trainers as you make your way to Articuno, so it would be a good idea to bring along a few Pokémon at level 50+ to defeat them. The move Strength is necessary if you're entering the Seafoam Islands from the left of Route 20 (where the entrance to Cinnabar Gym is located); otherwise, you do not need it. Articuno appears at level 50.

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Articuno's Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 94 105 115
Def 108 120 132
SpA 103 115 126
SpD 130 145 159
Spe 94 105 115

Articuno's Moveset:
AncientPower (5 PP)
Agility (30 PP)
Ice Beam (10 PP)
Reflect (20 PP)

Total PP = 65

Reflect will reduce the damage done by your physical attacks, so if you’re using False Swipe to reduce Articuno's HP to 1 you will spend more turns trying to get the job done. Agility will give it the opportunity to outspeed your Pokémon and waste one more PP before you can put it to sleep if that is your strategy. AncientPower can be annoying if it manages to provide Articuno with some boosts.

Once you have captured Articuno, just use an Escape Rrope to exit the Seafoam Islands.

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Zapdos

Zapdos returns to Kanto after being left out of the original Gold and Silver in the same location it had in RBY and FRLG. Zapdos appears outside the Kanto Power Plant after you have obtained all 16 badges. Reaching this legendary bird Pokémon won't be as daunting as getting to its counterparts; simply spray a Super Repel and Surf down the river next to the Rock Tunnel on Route 10. Zapdos appears at level 50.

Zapdos' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 99 110 121
Def 94 105 115
SpA 130 145 159
SpD 99 110 121
Spe 108 120 132

Zapdos’ Moveset:
AncientPower (5 PP)
Charge (20 PP)
Agility (30 PP)
Discharge (15 PP)

Total PP = 70

Discharge can be a pain with its 30% paralysis rate, and its power increases if Zapdos uses Charge on the previous turn. As usual, AncientPower is only an issue if it manages to boosts Zapdos’ stats. Agility adds to the difficulty by making Zapdos even faster than its respectable base 100 Speed allows, but becomes a free turn when Zapdos has reached its maximum +6 Speed boost.

Remember to bring a few Full Heals and Full Restores to deal with any paralysis Zapdos may induce on your Pokémon. Another thing to keep in mind is that since Zapdos is outside, unlike the other two Kanto birds, you're going to have to wait until 20:00 – 4:00 to use Dusk Balls to their full capacity. Once you've captured Zapdos simply use Fly to leave the Power Plant.

Moltres

Moltres makes an appearance in HeartGold and SoulSilver along with the other two legendary birds, and following tradition, it has been moved to a new area. Moltres has been relocated to a cave above a waterfall in the entrance of the scenic Mt. Silver, and just like the other two legendary birds, to encounter Moltres you must possess all 16 badges. Furthermore, you will need the moves Surf, Rock Climb, and Waterfall to reach Moltres's exact location in Mt. Silver. Moltres is at level 50 when you encounter it.

Moltres' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 108 120 132
Def 99 110 121
SpA 130 145 159
SpD 94 105 115
Spe 99 110 121

Moltres' Moveset:
AncientPower (5 PP)
Flamethrower ( 15 PP)
Safeguard (25 PP)
Air Slash (20 PP)

Total PP = 65

AncientPower can pose a problem if the AI gets lucky with the boost, but it shouldn't be your immediate concern. Safeguard prevents you from inflicting sleep on Moltres consistently and prolongs the battle, which can cause Moltres to Struggle. Air Slash is definitely a move to keep in mind when battling with the Flame Pokémon, as it is super effective on almost every Pokémon suggested as a catcher. The 30% flinch rate it has doesn't help the situation either, but only applies if Moltres is faster than your Pokémon.

Paralyzing Moltres at the start of the battle would be a good strategy to avoid wasting turns with Safeguard and slowing it down so it can't flinch your Pokémon. Once you're done with Moltres you can use an Escape Rope to leave Mt. Silver, and don't forget to pick up an Expert Belt in a small cave you passed by on your way to Moltres if you haven't taken it yet.

Mewtwo

After being absent from Gold and Silver, Cerulean Cave has been restored in HGSS, and Mewtwo made available for capture in Generation IV. Of course unlocking Cerulean Cave won't be easy, as it requires you to have all 16 badges. Cerulean Cave itself is a winding dungeon, so definitely stock up on Super Repels before attempting to navigate it. Additionally, you should have Pokémon with the moves Flash and Surf to help getting to Mewtwo's precise location on the basement floor of Cerulean Cave. Mewtwo appears at level 70.

Mewtwo’s Maximum Stats
Stat Max- Max Max+
HP - 250 -
Atk 162 180 198
Def 136 152 167
SpA 217 242 266
SpD 136 152 167
Spe 187 208 228

Mewtwo’s Moveset:
Psycho Cut (20 PP)
Amnesia (20 PP)
Power Swap 10 PP)
Guard Swap (10 PP)

Total PP = 60

Being a legendary Pokémon, one would expect Mewtwo to have a threatening moveset, but it turns out that the exact opposite has occurred. Psycho Cut is the only attack that deserves consideration due to its high critical hit ratio and the fact that it is the only move that can inflict damage to your Pokémon. Although, it is coming from Mewtwo’s weaker Attack stat and only has 105 BP after STAB, so you shouldn't fret too much about it.

Once you're done with Mewtwo, simply use an Escape Rope to exit Cerulean Cave, or if you want to conserve items, there is a ladder that leads back to the entrance behind Mewtwo. Alternatively, if you have Pokémon with the moves Rock Smash and Rock Climb, you can go exploring Cerulean Cave and pick some nice items like Black Sludge and Dusk Stone on the basement floor, and others like a Thunderbolt TM on the upper floors.

Latios/Latias (Non-Event)

Latios or Latias is are released as a roaming Pokémon in Kanto, with Latios being exclusive to SoulSilver and Latias to HeartGold. Latios/Latias is They are released by obtaining the Copycat's Poké Doll from a man in the Pokémon Fan Club in Vermillion City (you must have spoken to the Copycat in Saffron City after returning the stolen Machine Part to the Power Plant before the man can give you the doll). Upon acquiring the Poké Doll and exiting the Pokémon Fan Club, Steven Stone will appear and notify you that Latios or Latias is are roaming Kanto. If you plan on soft resetting or RNG either of them Latios/Latias, you must save inside of the Pokémon Fan Club. Latios' and Latias' IVs and nature are determined once you leave the fan club and speak to Steven, not when you encounter it in the wild. When you encounter the Dragon that appears in your version Latios/Latias, it will attempt to flee, so it's necessary to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag to keep it from doing so. Thanks to the Levitate ability, Arena Trap will prove ineffective.

Latios' or Latias' location can be tracked using the PokéGear map. When it is released, your Dragon will appear on a random route. Afterwards, each time you enter a different area that does not have a gate (brown building with green roof) and is not a cave, Latios/Latias they will move to an adjacent route. Additionally, Flying to a new location will cause Latios or Latias to move to a random route. Therefore, you have to trap Latios/Latias them on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes Cerulean City would be bestand move between the city and the routes next to the city until your Dragon Latios/Latias arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully it Latios moves to the same route. However, if Latios or Latias are at a route that has a gate as its entrance then you can just go to that route, and Latios/Latias they will remain there so you can encounter it. For example, if Latios or Latias has moved to Route 9 and you’re in Cerulean City then you would move to either Route 4 or 5, since you have to enter Route 25 before you can enter the grass at Route 24, and if all goes well it will have moved to the same route.

Latios and Latias appears at level 35. Therefore, if your lead Pokémon is below level 35, you can use a Super Repel to avoid unnecessary wild battles, and they can be encountered in either grass or water.

Latios' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 70 78 85
Def 63 71 78
SpA 95 106 116
SpD 82 92 101
Spe 82 92 101

Latios' Moveset:
DragonBreath (20 PP)
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)

Total PP = 55

Refresh will cure Latios of any status conditions, so while facing Latios sleep should be your primary form of status. since it can't attack while inflicted with sleep status. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios’s attacks will inflict more damage as the battle progress if the stat decreases accumulate. DragonBreath can get annoying due to its 30% paralysis rate, and with 20 PP, it’s more than likely that your Pokémon will get paralyzed. Protect will just cause you to occasionally waste some PP. Furthermore, Protect will ruin the "one under" Speed strategy, so you may have to waste an additional turn to confirm its Speed.

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Latias' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 63 71 78
Def 70 78 85
SpA 82 92 101
SpD 95 106 116
Spe 82 92 101

Latias' Moveset:
DragonBreath (20 PP)
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)

Total PP = 60

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. DragonBreath has an annoying 30% paralysis rate, so keep a few Full Heals in your Bag just in case.

Since Latios and Latias are is a roaming Pokémon, they retains any damage or status effect inflicted on it if you happen to flee from one of them and encounter it again later on. However, the PP of all of its moves will be fully restored upon your next encounter. Soft resetting for Latios or Latias is best done when it is initially released after you speak with Steven outside the Pokémon Fan Club, as opposed to re-releasing it by fainting it then defeating the Elite Four and repeating this process until you are satisfied with its IVs and nature. RNG abusing Latios or Latias, however, is a matter of personal preference and can be done at both the Pokémon Fan Club and Pokémon League with a similar level of difficulty.

Groudon/Kyogre

After nearly destroying Hoenn in RSE, Groudon and Kyogre have moved to their new home in Johto, Embedded Tower on Route 47. Groudon is exclusive to SoulSilver, while Kyogre is exclusive to HeartGold. To unlock Groudon or Kyogre you will need the Red or Blue Orb (in SoulSilver and HeartGold, respectively), which Mr. Pokémon gives you after you have defeated Red and obtained a Kanto starter Pokémon from Prof. Oak. Reaching the entrance to Embedded Tower requires that you have Pokémon with the moves Rock Climb and Surf. Luckily, Embedded Tower isn’t a winding multi-floor structure, but a simple cave with Groudon or Kyogre in the middle of the room. Groudon and Kyogre are found is at level 50 when you encounter them.

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Groudon's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 153 170 187
Def 144 160 176
SpA 108 120 132
SpD 99 110 121
Spe 99 110 121

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Groudon's Minimum Speed
Min- Min Min+
85 95 104

Groudon's Moveset:
Rest (10 PP)
Earthquake (10 PP)
AncientPower (5 PP)
Eruption (5 PP)

Total PP = 30 PP

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Rest is a major issue, since Groudon will use it to fully restore its HP. Furthermore, Rest will remove any status condition inflicted on Groudon by inflicting it with sleep. Although, this will provide you with two free turns to reduce Groudon’s HP, after it was restored, or to heal your own Pokémon. Earthquake is going to be inflicting a good amount of damage with its 150 BP due to STAB and Groudon's impressive Attack stat. AncientPower can make the capture more difficult if it manages to boost each of Groudon’s already impressive stats by 50%. Eruption can pose a threat due to the boost it gets from the perpetual sunlight (thanks to Groudon’s Drought ability), and the fact that Groudon can replenish its HP with Rest to use the attack at full power. Therefore, it may be wise to bring along a Pokémon with a move like Rain Dance to change the weather, especially if you're using Parasect or Breloom as your catcher.(space)Rain Dance is recommended over Hail, since Groudon's HP will be reduced each turn for the duration of the weather, and Sandstorm should only be used if you are fighting Groudon with a Pokémon immune to the weather's damaging effects, lest the damage racks up too quickly. If you trade it over from a different game, Kyogre's Drizzle will even act as a foil to Groudon's Drought, putting the Battlefield under a perpetual rain. However, if used on the first turn, Kyogre must have a lower Speed stat than Groudon to have its weather take precedence.

Kyogre's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 108 120 132
Def 99 110 121
SpA 153 170 187
SpD 144 160 176
Spe 99 110 121

Kyogre's Minimum Speed
Min- Min Min+
85 95 104

Kyogre's Moveset:
Aqua Ring (20 PP)
Ice Beam (10 PP)
AncientPower (5 PP)
Water Spout (5 PP)

Total PP = 40

Aqua Ring will make Kyogre one of the most annoying captures, restoring its HP by 1/16 at the end of each turn means that keeping Kyogre’s HP at 1 will be impossible. Additionally, you will have to frequently attack Kyogre to ensure that it doesn’t accumulate too much HP. AncientPower can become a problem in the long run if by the 1 in 10 chance it manages to boost all of Kyogre’s stats by one stage. Water Spout can be detrimental coming off Kyogre’s impressive Special Attack, especially if it makes use of it early in the match when it has most of its HP or if it manages to restore its HP with Aqua Ring. The fact that you’re playing under perpetual rain (thanks to Drizzle) doesn’t help the situation, since it boosts Water Spout’s damage by 50%. If Water Spout makes you too nervous, using Sunny Day will reduce its power whenever sunlight is in effect, and will reduce it to normal power at most, once the weather has cleared. Hopefully by this point, Kyogre's HP is at a lower point regardless. Sandstorm and Hail are not recommended, as even though Kyogre has Aqua Ring, they will chip away at its HP every turn. If you can trade one over, Groudon will also counter Kyogre's rain with its Drought ability, ensuring that Water Spout will always have its power reduced. That said, if it leads, Groudon will only summon sunlight if it is slower than Kyogre.

It may be tempting to use an attack like Taunt to prevent Groudon and Kyogre from using Rest or Aqua Ring respectively, but it would only cause Groudon/Kyogre them to start Struggling sooner due to its low total PP. When attempting to capture these two Groudon/Kyogre, remember to bring along about 30 or more Heavy Balls (the number of Balls depends on the number of Blk Apricorns you managed to accumulate) along with your stock of Dusk Balls. Net Balls are good back ups if you’re facing Kyogre, especially if you lack Blk Apricorns to make Heavy Balls. Once you’ve captured your legendary Groudon/Kyogre, the Hiker standing outside the will come in and mention that there may be a secret to Embedded Tower and to visit Prof. Oak to learn the entire story behind it Embedded Tower. After he leaves, you can exit and use Fly to leave Route 47, but don’t forget to pick up the Wave Incense located on a sandy patch at the bottom of the cliff. Rock Climb is necessary to scale the cliff and reach the Incense.

Rayquaza

Rayquaza is located in Embedded Tower, in the same spot you found Groudon or Kyogre initially. Rayquaza will appear in Embedded Tower once you have acquired the Jade Orb from Prof. Oak, obtained only when you go speak to him with both Groudon and Kyogre in your party. Therefore, you have to trade over a Groudon to your HeartGold or a Kyogre to SoulSilver before Prof. Oak will give you the Jade Orb. Furthermore, you cannot use the a Groudon or Kyogre from RSE; it must be the one obtained from Embedded Tower. Rock Climb and Surf are required to reach the entrance to Embedded Tower. When you enter Embedded Tower, you’re automatically led straight to Rayquaza and it seems as though the battle will start instantly, but instead Rayquaza just lets out a cry and you’re back in control so you can save right in front of it (instead of outside Embedded Tower). Rayquaza appears at level 50.

Rayquaza's Maximum Stats
Stat Max- Max Max+
HP - 180 -
Atk 153 170 187
Def 99 110 121
SpA 153 170 187
SpD 99 110 121
Spe 103 115 126

Rayquaza’s Moveset:
Rest (10 PP)
Air Slash (20 PP)
AncientPower (5 PP)
Outrage (15 PP)

Total PP = 50

Rest is going to be a problem, as it forces you to reduce Rayquaza’s HP again after it's used, despite any prior damage you inflicted on it. Fortunately, Rest puts Rayquaza to sleep for two turns, so you have two free turns to do as you please while it takes a nap. Air Slash is going to inflict serious damage to most of the recommended catchers, and with a 30% flinch rate, expect to get annoyed at times while you attempt to catch Rayquaza. AncientPower is a minor problem because it can boost Rayquaza's stats by 50%, but only has a 10% chance of doing so. Outrage is definitely the move to watch out for when facing Rayquaza. With a Base Power of 180 after STAB, it will definitely make on impact on your Pokémon's HP. The main issue with Outrage, however, is that Rayquaza becomes confused after 2-3 turns of using it Outrage, so it can hurt itself (and potentially faint itself) before you can catch it. Furthermore, putting Rayquaza to sleep when it's using Outrage will immediately cause it Ability Pressure(??????)) during the duration of the attack, which lasts until Rayquaza becomes confused due to fatigue.

Taunt is a good move to ensure Rayquaza can't use Rest to restore its HP, since it can be taught easily via TM to both Gallade and Mew. The confusion caused by Outrage can be handled in a few ways. One strategy would be to use Trick to give Rayquaza a Persim Berry, although this is only a one-time solution. For a permanent solution, you could bring a Pokémon with the ability Own Tempo, such as Slowpoke and Slowbro, and use Skill Swap to trade abilities with Rayquaza. Then, with Own Tempo as Rayquaza's ability, it will not get confused when using Outrage. Once you have captured Rayquaza, simply exit Embedded Tower and use Fly to leave Route 47.

Latios/Latias (Enigma Stone event)

Latios is obtainable in HeartGold and Latias is obtainable in SoulSilver through the Enigma Stone event. The Enigma Stone is an item that was given away over Nintendo Wi-Fi Connection from November 11, 2009 to January 11, 2010 for Japanese games and from July 31, 2010 to August 27, 2010 for other regions. Once you pick up the Engima Stone from a PokéMart, head over to Pewter Museum where you will meet Steven Stone. Then, the museum's researcher will take the Engima Stone and reveal that it is the Soul Dew. Once you obtain the Soul Dew from the researcher and leave the museum, Latios or Latias will appear before you. Whether you want to capture it the moment it appears is up to you, since you can leave and come back to it once you are fully prepared. Latios or Latias is will be at level 40 when you confront it.

Latios' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 80 89 97
Def 72 81 89
SpA 108 121 133
SpD 94 105 115
Spe 94 105 115

Latios' Moveset:
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)
Zen Headbutt (15 PP)

Total PP = 50

Refresh will cure Latios of any status conditions, so while facing him, sleep should be your primary form of status; Latios can't use Refresh while asleep. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios's attacks will inflict more damage as the battle progress if the stat decreases accumulate. Zen Headbutt's 20% flinch rate can be a nuisance if Latios outspeeds your Pokémon.

Latias' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 72 81 89
Def 80 89 97
SpA 94 105 115
SpD 108 121 133
Spe 94 105 115

Latias' Moveset:
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)
Zen Headbutt (15 PP)

Total PP = 55

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. Zen Headbutt can get annoying with a 20% flinch rate, as long as Latias outspeeds your Pokémon; otherwise, it's not a threat.

Dialga/Palkia/Giratina

After making their premier in DPP, Dialga, Palkia, and Giratina make a return in HeartGold and SoulSilver in the Sinjoh Ruins to the north of Johto. The Sinjoh Ruins can only be reached through an event at the Ruins of Alph involving Arceus. To initiate the event, you must place Arceus at the head of your party and enter the Ruins Research Center. When you try to enter, the research director will exit and bump into you and notice Arceus, subsequently leading you into the Ruins of Alph; where you will be transported to the Sinjoh Ruins. At first you will be inside the Sinjoh Ruins; once you exit you will meet a Hiker who will take you to a cabin located in front of the ruins where you will meet Cynthia, who also returns from her debut in DPP. Cynthia will explain how Arceus can create new life and wants to see it perform the feat inside the Sinjoh Ruins, so she leaves and waits for you inside the ruins. Before you head towards the ruins, you must deposit every Pokémon in your party, except for Arceus. There is a PC in the cabin, which you can use to deposit your Pokémon, along with an old man and his Abra who can Teleport you back to the Ruins of Alph if you want to go back. Once you have deposited your Pokémon, head inside the Sinjoh Ruins, where Cynthia will lead you to the center of the Mystri Stage and explain how Arceus can create one of three Pokémon (Dialga, Palkia, or Giratina) based on the circle you select. The blue circle corresponds to Dialga, the purple circle to Palkia, and the red circle to Giratina. Once you select which Pokémon you want Arceus to create, a sequence of images will commence that concludes with Arceus creating an egg of the legendary Pokémon you selected. When the ritual is over and you have received your legendary Pokémon, the Unown will appear and you will be transported back to the inside of the Ruins of Alph. Dialga, Palkia, or Giratina is received at level 1 and comes with its respective orb attached; Palkia comes with the Lustrous Orb, Dialga with the Adamant Orb, and Giratina with the Griseous Orb. Note that the Sinjoh Ruins event is the only way to obtain the Griseous Orb—the item allowing Giratina to assume it Origin Forme—in HGSS.

The Arceus necessary for this event must be from a Nintendo Event or the one from the Hall of Origin in DPP. This event can be done twice to receive up to two of the three Sinjoh dragons. To activate the event again, you must use the either the Hall of Origin Arceus or one from a Nintendo Event, if you used the Hall of Origin Arceus the first time, then the second would require a Nintendo Event Arceus and vice-versa. Bring the Arceus to the Ruins of Alph, enter the ruins, and you will be transported back to the Sinjoh Ruins.

List of Event Arceus:

Eigakan (Movie) Arceus: July 18, 2009 to September 30, 2009 (Japan)
TRU Arceus: November 7 2009, to November 15, 2009 (United States)
MICHINA Arceus: available in multiple countries on different dates
November 5, 2009 to November 16, 2009 (Australia)
February 22, 2010 to April 11, 2010 (France)
February 17, 2010 to March 26, 2010 (Italy)
February 17, 2010 to April 9, 2010 (Germany)
February 26, 2010 to April 11, 2010 (Spain)
March 5, 2010 to April 2, 2010 (Sweden)
March 13 to March 14 and again March 20 to March 21 (United Kingdom)
March 27, 2010 (Netherlands)

The aforementioned Arceus all activate the Sinjoh Ruins event in HGSS. Furthermore, the event is not region specific, so you can use any of the previous event Arceus in any HGSS game to unlock the event. Although, you cannot repeat the event a second time with another of these event Arceus if you already used one of them the first time. For example if you used a MICHINA Arceus to unlock the event the first time, then you can't use a TRU Arceus to activate the event a second time.

Dialga's/Palkia's Maximum Stats
Stat Max- Max Max+
HP - 13 -
Atk 6 7 7
Def 6 7 7
SpA 7 8 8
SpD 6 7 7
Spe 6 7 7

Giratina's Maximum Stats (Origin and Altered Forme)
Stat Max- Max Max+
HP - 14 -
Atk 6 7 7
Def 6 7 7
SpA 6 7 7
SpD 6 7 7
Spe 6 7 7
That took a while...

This is a c/p-able version: (you should still check it over as there are a few parts where I didn't know what you were trying to say, or had a question, marked with ??, so just ctrl + F "?" to find those. Also, I probably have missed some/made a few mistakes myself due to the size of this...)

Preparations

Capture Rate

Each legendary is assigned a numerical catch rate, as are all wild Pokémon. Essentially, the higher the Catch Rate, the higher the chance to capture. The Catch Rate is plugged into a formula, which determines whether the Pokémon will be captured or not. While the actual in-game formula is quite complex, Community Member X-Act has made a formula that produces nearly exact results. Note to always round down should you get a decimal.

(( 1 + ( MaxHP * 3 - CurrentHP * 2 ) * CatchRate * BallRate * Status# ) / ( MaxHP * 3 )) / 256

Top Poké Ball Rates :

Master Ball : 255
Dusk Ball (In dark areas like caves or outside between the hours of 20:00 and 4:00) : 4
Timer Ball (30+ Turns) : 4
Net Ball (Against a Bug or Water type) : 3
Repeat Ball (Against previously caught Pokémon) : 3
Ultra Ball : 2
Great Ball : 1.5

A Master Ball catches any wild Pokémon without fail, though it may only be obtained once through Prof. Elm, or winning the lottery held at Goldenrod Radio Tower. Timer Balls begin at 1 and increase every 10 turns, with a cap of 4. Quick Balls begin at 4, and decrease every 5 turns, stopping at 1. Neither of these Balls exceed the rate of the Dusk Ball, and are somewhat more circumstantial. All other balls have a catch rate of 1 against the legendaries. It is preferred to use either Dusk or Ultra Balls, keeping some Timer Balls in reserve.

Status Numbers:

Freeze : 10
Sleep : 10
Paralysis : 5
Burn : 5
Poison : 5
None : 1

As you can see, sleep is your best betdue to the lack of reliable freeze moves. Paralysis is a much lower number, so sleep moves are preferred. You should never poison, or burn the legend; this sets a time limit onyour legend's lifespan.

The catch rates of all(right?) legendaries are 3, except for Groudon and Kyogre, who have a catch rate of 5.

Let's say we try and catch a Level 5 max HP Magikarp with a Dusk Ball. Magikarp’s Catch Rate is 255.

(1 + ((18*3 - 18*2) * 255 * 4 * 1)) / (18*3)) / 256

= ((1 + (18 * 255 * 4 * 1)) / 54) / 256
= ((1 + 18360) / 54) / 256
= (18361 / 54) / 256
= 340 / 256
= 1.328125
Any decimal numbers were not shown, and simply rounded down.

So, if the end result is over 1, you have a 100% chance to capture the Pokémon. However, due to varying IVs, it' is difficult to know the max HP of the legendaries, let alone determine their current HP. The formula is simply here for reference, and a little bit of insight on why certain Balls or Status effects are used.

Ball Capsules

Just like you wouldn't go into the woods without proper equipment, you can't expect to catch the legendary Pokémon in Johto and Kanto without being prepared. You'll need to stock up on Poké Balls, as explained above, Dusk is the most effective. These can be picked up at a few later-game PokéMarts, Safari Zone Gate, and Frontier Access. Furthermore, they are available before you fight your first stationary legendary. You'll want to have at least 50 Dusk Balls on you for each encounter, and there are 13 legendaries per game cartridge that are caught in Poké Balls (including event Pokémon). That totals 650 Dusk Balls, and you'll probably want to have at least 50 Ultra and/or Timer Balls in reserve.

Granted, it wouldn't be cost effective to go out and buy 600 Poké Balls at once, so it is best toonly carry around 100 Dusk Balls and 50 Timer/Ultra Balls at one time. This is great if say, Groudon is caught on the first Dusk Ball thrown, whereas Lugia takes 65 Balls. Timer Balls are a viable option if you are not battling in a cave, and if you wait long enough, which you typically shouldn't have to. Net Balls make capturing Suicune and Kyogre easier, and are therefore good substitutes for Dusk Balls when capturing them. For Ho-Oh, Suicune, Latios, Latias, Zapdos, Raikou, and Entei, you'll have to wait until between 20:00 and 4:00 on your DS clock for the Dusk Balls to work to their full potential, but you can always change the time on the DS clock if you would rather not wait. However, the remaining legendaries are found in caves or dark areas, so Dusk Balls function at their maximum capability when used on them. Alternatively, if you own a copy of Pokémon Emerald and a DS/DS Lite system, you can use the Battle Tower cloning glitch to produce multiple Master Balls and transfer them to your HeartGold or SoulSilver through the Pal Park in Fuchsia City. Furthermore, in HG/SS the 24-hour limit on migrating does not exist, so you can transfer as many Master Balls as you like without having to wait a day after each migration.

Being remakes of the original Gold and Silver, HeartGold and SoulSilver revived the concept of Apricorn Balls. There are 7 Apricorn Balls in total, but the most useful ones for capturing legendaries would be Fast, Level, and Heavy Balls. The Apricorn Balls function differently than other Poké Balls by directly affecting a Pokémon's catch rate. The Fast Ball is crafted from the Wht Apricorn, and multiplies a Pokémon's catch rate by 4 when it's used on Pokémon with base 100 or greater Speed. Therefore, the Fast Ball is definitely a Poké Ball to consider stocking up on when preparing to catch a legendary, especially the roamers, who meet the Speed requirement necessary to use the Fast Ball to its full potential. The Level Ball is created from the Red Apricorn, and its effectiveness depends on the level difference between the legendary you are facing and the Pokémon you have out. At most, the Level Ball will multiply the capture rate of a legendary by 4 when the difference in level between the Pokémon you have out and the one you're facing is greater than half of your Pokémon's level, which includes the following legendaries (for the rest it will only multiply their capture rates by 1 or 2): Suicune, Entei, Raikou, Ho-Oh (HeartGold), Lugia (SoulSilver), Latios, and Latias. The reason that the Level Ball's Rate is 4 when used on the aforementioned legendaries is that their levels are below 50, with the highest being 45 for Ho-Oh and Lugia in their respective versions, so all you have to do is use a Pokémon with level 91+ to achieve a Ball rate of 4 against any of these legendaries. The Heavy Ball, created from Blk Apricorns, deserves a mention due to the Hoenn weather trio. The Heavy Ball adds 20 to a Pokémon's catch rate if it weighs more than 451.5 lbs, 30 if it weighs more than 677.3 lbs, and 40 if it weighs over 903.0 lbs. Groudon, being the heaviest Pokémon in the current PokéDex (weighing over a ton), brings out the Heavy Ball's full potential, which makes capturing Groudon much simpler by adding 40 to its catch rate. Kyogre is heavy enough that the Heavy Ball adds 30 to its catch rate, and Rayquaza gains 20 on its catch rate.

While the Apricorn Balls may be useful for capturing legendaries, they are also more difficult to obtain than typical Poké Balls. Kurt can only make one type of Ball a day, and Apricorn trees only produce one Apricorn a day. Although, you can resolve these problems by changing the DS clock if you would like to speed up the process and assemble a large collection of Balls. For a list of where to find Apricorns look here.

The Synchronizer

After you get yourself some Balls, you'll want to get a Synchronizer. "What's a Synchronizer?" you may ask. Well, when you have a Pokémon with the Ability Synchronize in the first slot of your party, all wild Pokémon have a 50% chance of inheriting the nature of that Pokémon. An even better trait is that the Pokémon doesn't have to be alive for Synchronize to work its magic, so you can have a fainted Synchronizer at the head of your party, and the effects remain intact. This way, you can have an increased chance of getting the nature you want, which is something you'll have to decide on your own; it is a trainer’s personal preference on what nature to use. Refer to the analyses in the Smogon Dex for ideas if you're stuck.

The list of all Pokémon that can have Synchronize is as follows:

Abra, Kadabra, Alakazam, Mew, Natu, Xatu, Espeon, Umbreon, Ralts, Kirlia, and Gardevoir

Natu is the most common Synchronizer found in the wild (in the Ruins of Alph), although you will need to go through a section of Union Cave and use Surf to access the area they are found in. Abra will probably be the first Synchronizer you run into on Route 34, and subsequently on Route 5, Route 6, Route 8, Route 24, Route 25, Route 35, and the Safari Zone. Alternatively, you can purchase Abra at Goldenrod Game Corner for 200 coins and soft reset for its nature and ability. Kadabra makes its home in Route 8 and Cerulean Cave. Espeon and Umbreon can be obtained by evolving the Eevee given to you by Bill in Goldenrod City. After obtaining the National Dex you will have access to Ralts, who is found on Route 34 as a Swarm Pokémon. Finally, Mew is obtained through Nintendo events. Furthermore, it is worth noting that aside from Mew, Umbreon, and Espeon; the aforementioned Pokémon have two abilities, so you may not always get Synchronize and the nature you want on the first try.

After obtaining the National PokéDex and access to Kanto (which you will need to catch a majority of the legendaries in HG/SS), it is considerably easier to get Synchronizers. You can soft reset at the Game Corner Prize Shop in FireRed/LeafGreen for Abras, or transfer over Synchronizers you had in the previous generation for catching non-legendaries in Emerald.

The Catcher

Now that you have your Synchronizer, unless you are planning on transferring over unlimited Master Balls from your previous generation games, you'll probably need a good capturing Pokémon to complement it. A Pokémon that can learn both a reliable sleep move (60 Accuracy and up), and False Swipe (a TM found in the Goldenrod Department Store, that keeps the wild Pokémon at 1 HP if it would have fainted from the attack) is an example of a good capturing Pokemon. A list of Pokémon that meet the above criteria is as follows:

Paras, Parasect, Mew, Breloom and Gallade

Parasect is probably the easiest to obtain, but you must get it up to a very high level, with an Attack boosting nature. If you do end up using Parasect, make sure it was obtained in a fourth generation game, to ensure it has the ability Dry Skin, rather than Effect Spore, which could give the legendary an undesired status ailment. Mew only learns Hypnosis via Pokémon XD and My Pokémon Ranch, and Gallade can only learn Hypnosis while it is Ralts or Kirlia, and False Swipe only once it is evolved into Gallade. However, Gallade also learns Mean Look as an egg move, so it can be used to trap the roamers as well. Breloom is a good option as well, learning Spore, the most accurate Sleep move available. However, you must breed False Swipe onto it as an egg move, and like Parasect, avoid the ability Effect Spore. In conclusion, Gallade is probably the best; it’s just a bit of a pain to get Ralts/Kirlia to a high level to get Hypnosis, and even more of a pain to get a male one in the first place. Mind you, your catcher should be at a high level anyway—hopefully level 70+, since the highest level of any in-game legendary is 70.

The "One Under" Pokémon

An optional Pokémon that you may wish to take with you is the "one under" Pokémon. This is a Pokémon that has a Speed stat one point below the maximum of the legendary you're trying to catch. This is for the Pokémon you really need to have reach a certain speed. It isn't the wisest choice to bring one of these along for every legendary, since the "one under" Pokémon can be a pain to get, but it will be worth it if you don't have Master Balls. The idea is to switch your Synchronizer to the "one under" (or if your Synchronizer has been fainted just start of with the "one under"), then have the latter use an attack. If the legendary goes first, switch to the capture Pokémon and continue the battle, if not, reset. This "one under" should either be a high level, or be holding a Focus Sash (which can be obtained from the Winner's Path PokéWalker course, the Battle Frontier, or as a gift from your mother when you allow her to save your money).

If you are going for a defensive legendary who is not concerned about outspeeding certain threats, or for a legendary you plan to use for a Trick Room team, then you may wish to go for a different variation of the "one under" Pokémon that uses Endeavor. Endeavor is a move that takes the foe's Pokémon's HP down to the HP the Endeavor user currently has, but fails if the Pokémon using Endeavor has more HP than its target. This can be abused by giving your Endeavor Pokémon 1 less HP than the maximum HP of the legendary you are going for. If your "one under" Pokémon's Endeavor attack fails, then you know that the legendary you are fighting does not have the amount of HP you are looking for, so you can reset withoutcapturing it. If Endeavor takes the legendary's HP down, then you know it is fine to resume trying to capture it. However, this Pokémon must also be faster than the legendary, so it does not risk taking damage, which would result in a false positive.

Other Items and Pokémon

Take another stop at a PokéMart; you’ll want to buy a few Revives and Hyper/Max Potions or Full Restores if you’re far enough in the game. Revives are also found in the when(??) using Rock Smash, along with their more powerful variant: Max Revives, but only in Ruins of Alph. These are mainly for keeping your main capture Pokémon alive, as well as the remainder of your party. About 30 Super Repels are almost mandatory too (these are actually more cost effective than Max Repels). 5 or so Escape Ropes are good to have for Pokémon like Articuno and Lugia, who are found deep within caves. You should always bring a team of 3 high-leveled Pokémon (the other two are HM slaves, but leveling them up is great) with your Synchronizer in the lead. The only exceptions are when you are catching any of the runners. In this case, you could use Wobbuffet in your first slot in order to trap them, or use Mean Look Gallade (this is recommended, as Gallade is an excellent catcher).

Reviving Legendaries

A feature introduced in Platinum has been brought back in HeartGold and SoulSilver on a much larger scale: the ability to revive legendaries after you have fainted them or ran from the battle. This ability applies to every legendary that you can capture in a Ball, including the Engima Stone event Latios/Latias. However, you will have to defeat the Elite Four every time you wish to revive any legendaries you have fainted/ran from prior to defeating the Elite Four. Most of the legendaries will reappear in the location at which you encountered them (ex: Ho-Oh at Bell Tower and Lugia at Whirl Islands). However, Suicune will reappear at Burned Tower. The roamers will not reappear at the location at which you released them (Raikou and Entei at Burned Tower, Latias/Latios after leaving the Pokémon Fan Club and talking to Steven); instead, they will reappear roaming Johto/Kanto, and you can only faint them to revive them after beating the Elite Four. Furthermore, the IVs and nature of the revived legendaries are not set to the ones they had when you fainted them. For example, if Raikou had the arbitrary nature and IVs combination of Modest nature and 13/21/6/5/0/28 while roaming Johto, and you faint it and revive it by defeating the Elite Four, it can reappear roaming Johto with a different nature/IVs combination. Finally, all of the roamers' IVs and natures are generated at the same time that they are re-released after defeating the Elite Four. In other words, if you faint both Raikou and Entei the first time around, both of the legendary beasts will be revived with new IVs and natures upon defeating the Elite Four.

The ability to revive legendaries is most useful when you have to forcibly confront your box Pokémon—Ho-Oh and Lugia in HeartGold and SoulSilver, respectively. Instead of having to spend time preparing to catch your legendary, you can simply flee or faint them and return at a later point in the game when you have the time to prepare and access to more functions like the Pal Park. Of course prior to confronting Ho-Oh or Lugia you had to release the legendary beasts from Burned Tower, so this feature could prove useful if you didn't want to waste time capturing them at that point in the game. Nonetheless, it is easier to soft reset or RNG them at Burned Tower, since it gets tedious having to defeat all the members of the Elite Four and Lance every time you want to re-release the Raikou/Entei. The Red Gyarados, while not a legendary Pokémon, can also be revived through this method, which is useful since you're forced to battle it to progress through the story, and you may not wish to waste time soft resetting or RNG abusing it at that time. This feature also acts a safety measure, to ensure that you don't lose any legendaries you accidentally faint or flee from without saving prior to encountering them.

Tricks of the Trade

Before you go after your first legendary keep in mind a couple tips:

Always save before the legendary. For Raikou and Entei, save before stepping off the second set of stairs in the basement floor of Burned Tower, where they are located. For the roaming Latios and Latias (in HeartGold and SoulSilver, respectively), save before leaving the Pokémon Fan Club after obtaining the Poké Doll.

Check the stats in the legendary's section before you save, and after you compare the stats and are interested, check them with Metalkid's IV Calculator. You can use some Rare Candies and record the stats for each level if you wish, but for legendaries this is generally not necessary due to the higher base stats.

Learn about characteristics, as they can usually help you determine the exact IV of at least one stat when combined with an IV calculator and the stat list.

Make sure you have a maximum of five Pokémon in your party whenever you are about to fight a legendary. This allows you to check the nature and stats of your legendary while it is in your party, saving you a trip back to a Pokémon Center to check Bill's PC.

Keep realistic expectations if you are soft resetting your legendary. If you're only willing to accept a legendary with quadruple 31 IVs, you could be there for a very long time. Although, you can remedy this problem by RNG abusing your legendary, which allows you to control its nature and IVs to an extent. Information on PRNG manipulation can found here.

Watch the HP bars if you're not using Master Balls. Compare the approximate damage done by your Pokémon to the HP of the legendary once you've caught it, and vice-versa, with the legendary's Attack/Special Attack. This should help you out; if you do too much damage on a defensive legendary, you can reset without the battling process. The same goes if an offensive one doesn't do enough damage to you.

If a legendary runs out of Power Points for all its moves, it will use the move Struggle. Struggle is a typeless attack that causes 25% recoil of the user's maximum HP. So once a legendary starts to Struggle, it isn't long for this world, especially if you have previously used False Swipe to lower it to 1 HP.

Having a Pokémon with the move Trick can be useful to give the legendary your facing items. Tricking a Leppa Berry, for example, onto legendaries with attacks that have low PP ensures that you have a few more turns before they start Struggling. Tricking an item like Focus Sash, allows you to bring down the legendary Pokémon's HP to 1 with a single powerful attack, instead of wasting turns slowly reducing its HP with a weak attack like False Swipe.

Catching the Legends

Now that you have some more knowledge, or at least something to reference, get out a piece of paper and a pencil. Be prepared to make a tally mark every time a legendary uses a move, and put two marks if your Pokémon has the Ability Pressure. This will be used to reference the amount of PP the legendaries have before Struggling, which is listed in this section. Note that if your sleep-inducing Pokémon is slower than the legendary, it will use a PP (or two with Pressure) the turn it is put to sleep; and of course it still uses PP the turn it wakes. PP is not used up while the legendary is asleep.

The order you catch these legendaries is a matter of personal preference and availability, as certain legendaries become available after you've completed specific tasks, such as obtaining the National PokéDex or defeating Red. That said, you should attempt the lower leveled legendaries first and work your way up. The roamers would be best left for later, since you have to go through the hassle of getting them to appear in the area you are in and then prevent them from fleeing.

HG/SS legends:

Lugia

Lugia is the mascot for SoulSilver, and is the first stationary legendary you will encounter in that game. It is located deep in the Whirl Islands; specifically, the island located on the upper east, and can only be reached (in SoulSilver) by receiving the Silver Wing from the director of the Goldenrod Radio Tower, and obtaining the Tidal Bell after defeating the Kimono Girls. However, in HeartGold you only need the Silver Wing, given to you by a man in Pewter City, to gain access to Lugia. The Whirl Islands can get confusing so it's best to bring along plenty of Super Repels and a Pokémon that knows Flash to make navigating through the caves much easier. Lugia appears at level 45 in SoulSilver and level 70 in HeartGold.

Lugia’s Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 89 99 108
Def 121 135 148
SpA 89 99 108
SpD 141 157 172
Spe 105 117 128

Lugia’s Moveset (Level 45):
Extrasensory (30 PP)
Rain Dance (5 PP)
Hydro Pump (5 PP)
Aeroblast (5 PP)

Total PP = 45

Aeroblast is definitely the move to watch out for when battling Lugia, since it is super effective against most of the Pokémon recommended as catchersthe only one that doesn't share the weakness being Mewand possesses a high critical hit rate. Extrasensory can be annoying if it manages to flinch your Pokémon, although with a 10% chance of that happening, you shouldn't agonize over it.

Lugia’s Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 136 152 167
Def 187 208 228
SpA 136 152 167
SpD 217 242 266
Spe 162 180 198

Lugia’s Moveset (Level 70)
Aeroblast (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard is one of the new additions to Lugia's repertoire that you should watch out for. Safeguard prevents you from inflicting a status condition upon Lugia, while Lugia wastes more PP and gets closer to Struggling. AncientPower can be a pain if it manages to boost Lugia's stats, but with only a 10% chance of that happening you shouldn't worry too much about it.

In SoulSilver there isn't any strategy to capturing Lugia besides whittling down its HP and inflicting it with paralysis or sleep. However, in HeartGold it would be best to simply paralyze Lugia from the start of the battle to make Safeguard useless. Using Taunt to prevent Lugia from using Safeguard is tempting, but Lugia has such low PP that it would only cause itto Struggle sooner. Once you've finished with Lugia you can just use an Escape Rope and exit the cave, or explore the Whirl Islands and pick up some of the items lying around, such as a Rare Candy and Max Elixir.

Ho-Oh

Ho-Oh is the star of HeartGold. The Rainbow Pokémon is located high above the clouds atop the sacred Bell Tower. To reach Ho-Oh in HeartGold, you will have to acquire the Rainbow Wing from the manager of the Goldenrod Radio Tower and the Clear Bell from the Kimono Girls. In SoulSilver, you only need the Rainbow Wing, given to you by an old man in Pewter City, as the Clear Bell is unobtainable. Bell Tower itself is a winding 10-floor maze so definitely pack a good number of Repels, but unlike the Whirl Islands, you will not need any HMs or TMs to navigate it. Ho-Oh appears at level 45 in HeartGold and at level 70 in SoulSilver, holding a Sacred Ash in both games.

Ho-Oh's Maximum Stats (Level 45)
Stat Max- Max Max+
HP - 164 -
Atk 121 135 148
Def 89 99 108
SpA 105 117 128
SpD 141 157 172
Spe 89 99 108



Ho-Oh's Minimum Speed
Min- Min Min+
77 86 94

Ho-Oh's Moveset (Level 45)
Extrasensory (30 PP)
Sunny Day (5 PP)
Fire Blast (5 PP)
Sacred Fire (5 PP)

Total PP = 45

Sacred Fire is worth worrying about because of its 50% burn rate, so it will most likely be burning your Pokémon, reducing the damage done by your physical attacks by 50%, and wearing down your Pokémon faster. Furthermore if "the sunlight is strong" (thanks to Sunny Day), then Sacred Fire will be inflicting 50% more damage along with its STAB. Fire Blast is worth watching out for due to its sheer power, especially if the sun is shining brightly, and the fact that it can burn your Pokémon as well (even if it is a measly 10% chance).

Ho-Oh’s Maximum Stats (Level 70)
Stat Max- Max Max+
HP - 250 -
Atk 187 208 228
Def 136 152 167
SpA 162 180 198
SpD 217 242 266
Spe 136 152 167

Ho-Oh’s Minimum Speed
Min- Min Min+
117 131 144

Ho-Oh’s Moveset (Level 70)

Sacred Fire (5 PP)
Punishment (5 PP)
AncientPower (5 PP)
Safeguard (25 PP)

Total PP = 40

Safeguard prolongs the battle if you are planning on putting Ho-Oh to sleep, and lets it waste more PP. AncientPower is a latent threat, which you should only worry about if it manages to boost Ho-Oh’s stats. Sacred Fire is still a major threat that is carried over from Ho-Oh's level 45 set, just without the possible boost from Sunny Day.

Unlike Lugia, Ho-Oh is outside, so if you are planning on using Dusk Balls then you will have to wait until 20:00 – 4:00. When confronting Ho-Oh, remember to bring along a few Full Heals and Full Restores to take care of any burns you may suffer. Once you're done with the Rainbow Pokémon, you can simply use Fly to leave Bell Tower, or if you forgot to bring along a Pokémon that can use Fly, you can use an Escape Rope.

Raikou/Entei

Raikou and Entei are found in the basement of Burned Tower alongside the other legendary beast, Suicune. Once you reach the bottom of the second set of stairs, Raikou and Entei will run away from you and start roaming Johto. Raikou and Entei's nature and IVs are set when you approach them at Burned Tower and all the beasts flee, not when you encounter them in the routes of Johto. Furthermore, the IVs and nature of Raikou and Entei are determined simultaneously, so just because you got a good nature/IV combination for Raikou does not mean that Entei will share the same quality. Note that a Synchronizer will not work on any of the roaming beasts. To add to the challenge, each time you encounter Raikou/Entei it will attempt to flee at the start of the battle, so be sure to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag or Arena Trap at the head of your party.

Once Raikou and Entei are roaming Johto, you can track them using the built-in map on the PokéGear. The dogs will move to an adjacent route every time you enter a different area; however, this only applies when you enter an area that does not have a gate (brown building with green roof) as its entrance, entering a cave also does not cause them to move. Additionally, Flying to a new location will cause Raikou and Entei to move to a random route. Therefore, you have to trap Raikou or Entei on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes, such as Mahogany Town, and move between the town and the routes next to the town until one of the dogs arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully Raikou/Entei moves to the same route. Although, if Raikou or Entei are at a route that has a gate as its entrance, then you can just go to that route and capture them.For example, if a legendary dog moves to Route 44 and you're in Mahagony Town, then you would move to Route 42, and if all goes well Raikou or Entei will have moved to the same route, but if your chosen dog is on Route 43 (which has a gate as its entrance), then just go through the gate to enter the route and it will still be there.

Luckily, Raikou and Entei have a high encounter rate whenever you're both in the same route, and it can appear in grass or water, so if it's on a route with water you can Surf to find it. Raikou and Entei are found at level 40, so if your lead Pokémon is below level 40, you can use a Super Repel to have one of the dogs appear quickly; otherwise, search the area until it appears.

Raikou's Maximum Stats
Stat Max- Max Max+
HP - 134 -
Atk 76 85 93
Def 69 77 84
SpA 98 109 119
SpD 87 97 106
Spe 98 109 119

Raikou's Moveset:
Roar (20 PP)
Quick Attack (30 PP)
Spark (20 PP)
Reflect (20 PP)

Total PP = 90

Roar will make this a tough capture since it can end the battle instantly and force you to hunt down Raikou again for another chance. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Raikou has the Speed you want. Reflect can be annoying by prolonging the battle, since it reduces the damage done by your physical attacks, making it harder to whittle down Raikou's HP with False Swipe. Spark can be annoying with its 30% paralysis rate, but other than that it doesn't pose a significant threat.

Entei's Maximum Stats
Stat Max- Max Max+
HP - 154 -
Atk 98 109 119
Def 76 85 93
SpA 80 89 97
SpD 69 77 84
Spe 87 97 106

Entei's Moveset:
Roar (20 PP)
Fire Spin (15 PP)
Stomp (20 PP)
Flamethrower (15 PP)

Total PP = 70

Roar is definitely the move to watch out for, as it forces you to flee and go through the process of tracking Entei again. Additionally, Roar ruins the "one under" strategy since it always goes last, so you may need an additional turn to ensure that Entei has the Speed you want. Fire Spin and Stomp are the more annoying attacks as one reduces your Pokémon's HP every turn and the other flinches your Pokémon 30% of the time, respectively.

When facing these two legendaries, you will definitely want a way to neutralize Roar. One way is to use Taunt, which Gallade and Mew can learn via TM, to stop them from using it for a few turns. Furthermore, Taunt prevents Raikou from using Reflect to weaken your Pokémon’s attacks. Should something happen that you have to end the battle before you can catch them, do not worry; any damage or status you may have inflicted on it will still be present come your encounter it. Fortunately, its PP will be fully restored on your next encounter, so you don't have to worry if the first battle was a long one.

Finally, if you're planning on soft resetting these two, it is easier to do so the first time you release them from Burned Tower than by re-releasing them by defeating the Elite Four. To this end, you can capture a Gastly early on at Sprout Tower during the night, level it up to learn Mean Look and Night Shade (Night Shade inflicts set damage so its good for gauging Raikou/Entei's HP and ensuring that they aren't KOed accidentally), and it should come with Hypnosis. By the time you get to release the beasts you should have been able to level up Gastly to a high enough level and it should be a Haunter or Gengar, if you are capable of trading with someone. That said, the Gastly line is frail and Hypnosis does have low accuracy, so it won't be an easy capture, but at this point this is one of the best set ups you can have, unless you have access to a Master Ball by trading. RNG abusing Raikou and Entei, however, can be done initially at Burned Tower or at the Pokémon League with relative ease, but you may need a Pokémon like the aforementioned Gastly to ensure you do it successfully at Burned Tower.

Suicune

Suicune resides in the basement of Burned Tower, and like in Pokémon Crystal Version, seems to have a general interest in the main character. Like Raikou and Entei, Suicune will flee from Burned Tower when you approach it, but unlike the other beasts, Suicune will appear before you in the overworld multiple times through out the game. The instances where Suicune appears being: on a ledge on the north side of Cianwood City, behind a small tree on Route 42, on the water in Vermilion Harbor, on the water on Route 14, and finally on top of the hill at the end of Route 25. Suicune will remain atop the hill on Route 25 and give you the opportunity to catch it. Suicune is at level 40 when you finally battle it.

Suicune's Maximum Stats
Stat Max- Max Max+
HP - 142 -
Atk 69 77 84
Def 98 109 119
SpA 80 89 97
SpD 98 109 119
Spe 76 85 93

Suicune's Moveset:
Rain Dance (5 PP)
Gust (35 PP)
Aurora Beam (20 PP)
Mist (30 PP)

Total PP = 90

There isn't anything noteworthy about Suicune's moveset, so it shouldn't give you any problems while you're trying to catch it. Once you've dealt with Suicune, Eusine will accept that you were the one meant to catch Suicune instead of him and leave.

Articuno

After being excluded from the original Gold and Silver, Articuno makes a return in HGSS in a place you may remember from the good old days of RBY, and later on in FRLG. Articuno makes its home in the Seafoam Islands on Route 20, specifically on the lowest floor of the Islands, and only appears after you have obtained all 16 badges. Definitely pack some Super Repels when you're planning on going for the Freeze Pokémon, since it is a long way down to the bottom. Furthermore, you will encounter trainers as you make your way to Articuno, so it would be a good idea to bring along a few Pokémon at level 50+ to defeat them. The move Strength is necessary if you're entering the Seafoam Islands from the left of Route 20 (where the entrance to Cinnabar Gym is located); otherwise, you do not need it. Articuno appears at level 50.

Articuno's Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 94 105 115
Def 108 120 132
SpA 103 115 126
SpD 130 145 159
Spe 94 105 115

Articuno's Moveset:
AncientPower (5 PP)
Agility (30 PP)
Ice Beam (10 PP)
Reflect (20 PP)

Total PP = 65

Reflect will reduce the damage done by your physical attacks, so if you’re using False Swipe to reduce Articuno's HP to 1 you will spend more turns trying to get the job done. Agility will give it the opportunity to outspeed your Pokémon and waste one more PP before you can put it to sleep if that is your strategy. AncientPower can be annoying if it manages to provide Articuno with some boosts.

Once you have captured Articuno, just use an Escape Rrope to exit the Seafoam Islands.

Zapdos

Zapdos returns to Kanto after being left out of the original Gold and Silver in the same location it had in RBY and FRLG. Zapdos appears outside the Kanto Power Plant after you have obtained all 16 badges. Reaching this legendary bird Pokémon won't be as daunting as getting to its counterparts; simply spray a Super Repel and Surf down the river next to the Rock Tunnel on Route 10. Zapdos appears at level 50.

Zapdos' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 99 110 121
Def 94 105 115
SpA 130 145 159
SpD 99 110 121
Spe 108 120 132

Zapdos’ Moveset:
AncientPower (5 PP)
Charge (20 PP)
Agility (30 PP)
Discharge (15 PP)

Total PP = 70

Discharge can be a pain with its 30% paralysis rate, and its power increases if Zapdos uses Charge on the previous turn. As usual, AncientPower is only an issue if it manages to boosts Zapdos’ stats. Agility adds to the difficulty by making Zapdos even faster than its respectable base 100 Speed allows, but becomes a free turn when Zapdos has reached its maximum +6 Speed boost.

Remember to bring a few Full Heals and Full Restores to deal with any paralysis Zapdos may induce on your Pokémon. Another thing to keep in mind is that since Zapdos is outside, unlike the other two Kanto birds, you're going to have to wait until 20:00 – 4:00 to use Dusk Balls to their full capacity. Once you've captured Zapdos simply use Fly to leave the Power Plant.

Moltres

Moltres makes an appearance in HeartGold and SoulSilver along with the other two legendary birds, and following tradition, it has been moved to a new area. Moltres has been relocated to a cave above a waterfall in the entrance of the scenic Mt. Silver, and just like the other two legendary birds, to encounter Moltres you must possess all 16 badges. Furthermore, you will need the moves Surf, Rock Climb, and Waterfall to reach Moltres's exact location in Mt. Silver. Moltres is at level 50 when you encounter it.

Moltres' Maximum Stats
Stat Max- Max Max+
HP - 165 -
Atk 108 120 132
Def 99 110 121
SpA 130 145 159
SpD 94 105 115
Spe 99 110 121

Moltres' Moveset:
AncientPower (5 PP)
Flamethrower ( 15 PP)
Safeguard (25 PP)
Air Slash (20 PP)

Total PP = 65

AncientPower can pose a problem if the AI gets lucky with the boost, but it shouldn't be your immediate concern. Safeguard prevents you from inflicting sleep on Moltres consistently and prolongs the battle, which can cause Moltres to Struggle. Air Slash is definitely a move to keep in mind when battling with the Flame Pokémon, as it is super effective on almost every Pokémon suggested as a catcher. The 30% flinch rate it has doesn't help the situation either, but only applies if Moltres is faster than your Pokémon.

Paralyzing Moltres at the start of the battle would be a good strategy to avoid wasting turns with Safeguard and slowing it down so it can't flinch your Pokémon. Once you're done with Moltres you can use an Escape Rope to leave Mt. Silver, and don't forget to pick up an Expert Belt in a small cave you passed by on your way to Moltres if you haven't taken it yet.

Mewtwo

After being absent from Gold and Silver, Cerulean Cave has been restored in HGSS, and Mewtwo made available for capture in Generation IV. Of course unlocking Cerulean Cave won't be easy, as it requires you to have all 16 badges. Cerulean Cave itself is a winding dungeon, so definitely stock up on Super Repels before attempting to navigate it. Additionally, you should have Pokémon with the moves Flash and Surf to getto Mewtwo's precise location on the basement floor of Cerulean Cave. Mewtwo appears at level 70.

Mewtwo’s Maximum Stats
Stat Max- Max Max+
HP - 250 -
Atk 162 180 198
Def 136 152 167
SpA 217 242 266
SpD 136 152 167
Spe 187 208 228

Mewtwo’s Moveset:
Psycho Cut (20 PP)
Amnesia (20 PP)
Power Swap 10 PP)
Guard Swap (10 PP)

Total PP = 60

Being a legendary Pokémon, one would expect Mewtwo to have a threatening moveset, but it turns out that the exact opposite has occurred. Psycho Cut is the only attack that deserves consideration due to its high critical hit ratio and the fact that it is the only move that can inflict damage to your Pokémon. Although, it is coming from Mewtwo’s weaker Attack stat and only has 105 BP after STAB, so you shouldn't fret too much about it.

Once you're done with Mewtwo, simply use an Escape Rope to exit Cerulean Cave, or if you want to conserve items, there is a ladder that leads back to the entrance behind Mewtwo. Alternatively, if you have Pokémon with the moves Rock Smash and Rock Climb, you can go exploring Cerulean Cave and pick some nice items like Black Sludge and Dusk Stone on the basement floor, and others like a Thunderbolt TM on the upper floors.

Latios/Latias (Non-Event)

Latios or Latias are released as a roaming Pokémon in Kanto, with Latios being exclusive to SoulSilver and Latias to HeartGold.They are released by obtaining the Copycat's Poké Doll from a man in the Pokémon Fan Club in Vermillion City (you must have spoken to the Copycat in Saffron City after returning the stolen Machine Part to the Power Plant before the man can give you the doll). Upon acquiring the Poké Doll and exiting the Pokémon Fan Club, Steven Stone will appear and notify you that Latios or Latias are roaming Kanto. If you plan on soft resetting or RNG either of them, you must save inside of the Pokémon Fan Club. Latios' and Latias' IVs and nature are determined once you leave the fan club and speak to Steven, not when you encounter it in the wild. When you encounter the Dragon that appears in your version, it will attempt to flee, so it's necessary to have a Pokémon with a trapping move like Mean Look or the ability Shadow Tag to keep it from doing so. Thanks to the Levitate ability, Arena Trap will prove ineffective.

Latios' or Latias' location can be tracked using the PokéGear map. When it is released, your Dragon will appear on a random route. Afterwards, each time you enter a different area that does not have a gate (brown building with green roof) and is not a cave, they will move to an adjacent route. Additionally, Flying to a new location will cause Latios or Latias to move to a random route. Therefore, you have to trap them on the same route you are in to encounter it and have a chance at capturing it. A good strategy would be to Fly to a city or town that leads to multiple routes Cerulean City would be bestand move between the city and the routes next to the city until your Dragon arrives at one of these routes. Then, move to one of the other routes adjacent to the town or city and hopefully it moves to the same route. However, if Latios or Latias are at a route that has a gate as its entrance then you can just go to that route, andthey will remain there so you can encounter it. For example, if Latios or Latias has moved to Route 9 and you’re in Cerulean City then you would move to either Route 4 or 5, since you have to enter Route 25 before you can enter the grass at Route 24, and if all goes well it will have moved to the same route.

Latios and Latias appear at level 35. Therefore, if your lead Pokémon is below level 35, you can use a Super Repel to avoid unnecessary wild battles, and they can be encountered in either grass or water.

Latios' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 70 78 85
Def 63 71 78
SpA 95 106 116
SpD 82 92 101
Spe 82 92 101

Latios' Moveset:
DragonBreath (20 PP)
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)

Total PP = 55

Refresh will cure Latios of any status conditions, so while facing Latios sleep should be your primary form of status. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios’s attacks will inflict more damage as the battle progress if the stat decreases accumulate. DragonBreath can get annoying due to its 30% paralysis rate, and with 20 PP, it’s more than likely that your Pokémon will get paralyzed. Protect will just cause you to occasionally waste some PP. Furthermore, Protect will ruin the "one under" Speed strategy, so you may have to waste an additional turn to confirm its Speed.



Latias' Maximum Stats (Level 35)
Stat Max- Max Max+
HP - 111 -
Atk 63 71 78
Def 70 78 85
SpA 82 92 101
SpD 95 106 116
Spe 82 92 101

Latias' Moveset:
DragonBreath (20 PP)
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)

Total PP = 60

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. DragonBreath has an annoying 30% paralysis rate, so keep a few Full Heals in your Bag just in case.

Since Latios and Latias are roaming Pokémon, they retain any damage or status effect inflicted on it if you happen to flee from one of them and encounter it again later on. However, the PP of all of its moves will be fully restored upon your next encounter. Soft resetting for Latios or Latias is best done when it is initially released after you speak with Steven outside the Pokémon Fan Club, as opposed to re-releasing it by fainting it then defeating the Elite Four and repeating this process until you are satisfied with its IVs and nature. RNG abusing Latios or Latias, however, is a matter of personal preference and can be done at both the Pokémon Fan Club and Pokémon League with a similar level of difficulty.

Groudon/Kyogre

After nearly destroying Hoenn in RSE, Groudon and Kyogre have moved to their new home in Johto, Embedded Tower on Route 47. Groudon is exclusive to SoulSilver, while Kyogre is exclusive to HeartGold. To unlock Groudon or Kyogre you will need the Red or Blue Orb (in SoulSilver and HeartGold, respectively), which Mr. Pokémon gives you after you have defeated Red and obtained a Kanto starter Pokémon from Prof. Oak. Reaching the entrance to Embedded Tower requires that you have Pokémon with the moves Rock Climb and Surf. Luckily, Embedded Tower isn’t a winding multi-floor structure, but a simple cave with Groudon or Kyogre in the middle of the room. Groudon and Kyogre are foundat level 50 when you encounter them.

Groudon's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 153 170 187
Def 144 160 176
SpA 108 120 132
SpD 99 110 121
Spe 99 110 121

Groudon's Minimum Speed
Min- Min Min+
85 95 104

Groudon's Moveset:
Rest (10 PP)
Earthquake (10 PP)
AncientPower (5 PP)
Eruption (5 PP)

Total PP = 30 PP

Rest is a major issue, since Groudon will use it to fully restore its HP. Furthermore, Rest will remove any status condition inflicted on Groudon by inflicting it with sleep. Although, this will provide you with two free turns to reduce Groudon’s HP, or to heal your own Pokémon. Earthquake is going to be inflicting a good amount of damage with its 150 BP due to STAB and Groudon's impressive Attack stat. AncientPower can make the capture more difficult if it manages to boost each of Groudon’s already impressive stats by 50%. Eruption can pose a threat due to the boost it gets from the perpetual sunlight (thanks to Groudon’s Drought ability), and the fact that Groudon can replenish its HP with Rest to use the attack at full power. Therefore, it may be wise to bring along a Pokémon with a move like Rain Dance to change the weather, especially if you're using Parasect or Breloom as your catcher. Rain Dance is recommended over Hail, since Groudon's HP will be reduced each turn for the duration of the weather, and Sandstorm should only be used if you are fighting Groudon with a Pokémon immune to the weather's damaging effects, lest the damage racks up too quickly. If you trade it over from a different game, Kyogre's Drizzle will even act as a foil to Groudon's Drought, putting the Battlefield under a perpetual rain. However, if used on the first turn, Kyogre must have a lower Speed stat than Groudon to have its weather take precedence.

Kyogre's Maximum Stats
Stat Max- Max Max+
HP - 175 -
Atk 108 120 132
Def 99 110 121
SpA 153 170 187
SpD 144 160 176
Spe 99 110 121

Kyogre's Minimum Speed
Min- Min Min+
85 95 104

Kyogre's Moveset:
Aqua Ring (20 PP)
Ice Beam (10 PP)
AncientPower (5 PP)
Water Spout (5 PP)

Total PP = 40

Aqua Ring will make Kyogre one of the most annoying captures, restoring its HP by 1/16 at the end of each turn means that keeping Kyogre’s HP at 1 will be impossible. Additionally, you will have to frequently attack Kyogre to ensure that it doesn’t accumulate too much HP. AncientPower can become a problem in the long run if by the 1 in 10 chance it manages to boost all of Kyogre’s stats by one stage. Water Spout can be detrimental coming off Kyogre’s impressive Special Attack, especially if it makes use of it early in the match when it has most of its HP or if it manages to restore its HP with Aqua Ring. The fact that you’re playing under perpetual rain (thanks to Drizzle) doesn’t help the situation, since it boosts Water Spout’s damage by 50%. If Water Spout makes you too nervous, using Sunny Day will reduce its power whenever sunlight is in effect, and will reduce it to normal power at most, once the weather has cleared. Hopefully by this point, Kyogre's HP is at a lower point regardless. Sandstorm and Hail are not recommended, as even though Kyogre has Aqua Ring, they will chip away at its HP every turn. If you can trade one over, Groudon will also counter Kyogre's rain with its Drought ability, ensuring that Water Spout will always have its power reduced. That said, if it leads, Groudon will only summon sunlight if it is slower than Kyogre.

It may be tempting to use an attack like Taunt to prevent Groudon and Kyogre from using Rest or Aqua Ring respectively, but it would only cause them to start Struggling sooner due to its low total PP. When attempting to capture these two, remember to bring along about 30 or more Heavy Balls (the number of Balls depends on the number of Blk Apricorns you managed to accumulate) along with your stock of Dusk Balls. Net Balls are good back ups if you’re facing Kyogre, especially if you lack Blk Apricorns to make Heavy Balls. Once you’ve captured your legendary, the Hiker standing outside will come in and mention that there may be a secret to Embedded Tower and to visit Prof. Oak to learn the entire story behind it. After he leaves, you can exit and use Fly to leave Route 47, but don’t forget to pick up the Wave Incense located on a sandy patch at the bottom of the cliff. Rock Climb is necessary to scale the cliff and reach the Incense.

Rayquaza

Rayquaza is located in Embedded Tower, in the same spot you found Groudon or Kyogre initially. Rayquaza will appear in Embedded Tower once you have acquired the Jade Orb from Prof. Oak, obtained only when you speak to him with both Groudon and Kyogre in your party. Therefore, you have to trade over a Groudon to your HeartGold or a Kyogre to SoulSilver before Prof. Oak will give you the Jade Orb. Furthermore, you cannot use the a Groudon or Kyogre from RSE; it must be one obtained from Embedded Tower. Rock Climb and Surf are required to reach the entrance to Embedded Tower. When you enter Embedded Tower, you’re automatically led straight to Rayquaza and it seems as though the battle will start instantly, but instead Rayquaza just lets out a cry and you’re back in control so you can save right in front of it (instead of outside Embedded Tower). Rayquaza appears at level 50.

Rayquaza's Maximum Stats
Stat Max- Max Max+
HP - 180 -
Atk 153 170 187
Def 99 110 121
SpA 153 170 187
SpD 99 110 121
Spe 103 115 126

Rayquaza’s Moveset:
Rest (10 PP)
Air Slash (20 PP)
AncientPower (5 PP)
Outrage (15 PP)

Total PP = 50

Rest is going to be a problem, as it forces you to reduce Rayquaza’s HP again after it's used, despite any prior damage you inflicted on it. Fortunately, Rest puts Rayquaza to sleep for two turns, so you have two free turns to do as you please while it takes a nap. Air Slash is going to inflict serious damage to most of the recommended catchers, and with a 30% flinch rate, expect to get annoyed at times while you attempt to catch Rayquaza. AncientPower is a minor problem because it can boost Rayquaza's stats by 50%, but only has a 10% chance of doing so. Outrage is definitely the move to watch out for when facing Rayquaza. With a Base Power of 180 after STAB, it will definitely make on impact on your Pokémon's HP. The main issue with Outrage, however, is that Rayquaza becomes confused after 2-3 turns of using it, so it can hurt itself (and potentially faint itself) before you can catch it. Furthermore, putting Rayquaza to sleep when it's using Outrage will immediately cause it Ability Pressure(??????)) during the duration of the attack, which lasts until Rayquaza becomes confused due to fatigue.

Taunt is a good move to ensure Rayquaza can't use Rest to restore its HP, since it can be taught easily via TM to both Gallade and Mew. The confusion caused by Outrage can be handled in a few ways. One strategy would be to use Trick to give Rayquaza a Persim Berry, although this is only a one-time solution. For a permanent solution, you could bring a Pokémon with the ability Own Tempo, such as Slowpoke and Slowbro, and use Skill Swap to trade abilities with Rayquaza. Then, with Own Tempo as Rayquaza's ability, it will not get confused when using Outrage. Once you have captured Rayquaza, simply exit Embedded Tower and use Fly to leave Route 47.

Latios/Latias (Enigma Stone event)

Latios is obtainable in HeartGold and Latias is obtainable in SoulSilver through the Enigma Stone event. The Enigma Stone is an item that was given away over Nintendo Wi-Fi Connection from November 11, 2009 to January 11, 2010 for Japanese games and from July 31, 2010 to August 27, 2010 for other regions. Once you pick up the Engima Stone from a PokéMart, head over to Pewter Museum where you will meet Steven Stone. Then, the museum's researcher will take the Engima Stone and reveal that it is the Soul Dew. Once you obtain the Soul Dew from the researcher and leave the museum, Latios or Latias will appear before you. Whether you want to capture it the moment it appears is up to you, since you can leave and come back to it once you are fully prepared. Latios or Latias will be at level 40 when you confront it.

Latios' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 80 89 97
Def 72 81 89
SpA 108 121 133
SpD 94 105 115
Spe 94 105 115

Latios' Moveset:
Protect (10 PP)
Refresh (20 PP)
Luster Purge (5 PP)
Zen Headbutt (15 PP)

Total PP = 50

Refresh will cure Latios of any status conditions, so while facing him, sleep should be your primary form of status; Latios can't use Refresh while asleep. Luster Purge can be threatening with a 50% chance of lowering your Special Defense, so Latios's attacks will inflict more damage as the battle progress if the stat decreases accumulate. Zen Headbutt's 20% flinch rate can be a nuisance if Latios outspeeds your Pokémon.

Latias' Maximum Stats (Level 40)
Stat Max- Max Max+
HP - 126 -
Atk 72 81 89
Def 80 89 97
SpA 94 105 115
SpD 108 121 133
Spe 94 105 115

Latias' Moveset:
Water Sport (15 PP)
Refresh (20 PP)
Mist Ball (5 PP)
Zen Headbutt (15 PP)

Total PP = 55

Refresh will remove any status that doesn't completely incapacitate Latias, like freeze or sleep. Zen Headbutt can get annoying with a 20% flinch rate, as long as Latias outspeeds your Pokémon; otherwise, it's not a threat.

Dialga/Palkia/Giratina

After making their premier in DPP, Dialga, Palkia, and Giratina make a return in HeartGold and SoulSilver in the Sinjoh Ruins to the north of Johto. The Sinjoh Ruins can only be reached through an event at the Ruins of Alph involving Arceus. To initiate the event, you must place Arceus at the head of your party and enter the Ruins Research Center. When you try to enter, the research director will exit and bump into you and notice Arceus, subsequently leading you into the Ruins of Alph; where you will be transported to the Sinjoh Ruins. At first you will be inside the Sinjoh Ruins; once you exit you will meet a Hiker who will take you to a cabin located in front of the ruins where you will meet Cynthia, who also returns from her debut in DPP. Cynthia will explain how Arceus can create new life and wants to see it perform the feat inside the Sinjoh Ruins, so she leaves and waits for you inside the ruins. Before you head towards the ruins, you must deposit every Pokémon in your party, except for Arceus. There is a PC in the cabin, along with an old man and his Abra who can Teleport you back to the Ruins of Alph. Once you have deposited your Pokémon, head inside the Sinjoh Ruins, where Cynthia will lead you to the center of the Mystri Stage and explain how Arceus can create one of three Pokémon (Dialga, Palkia, or Giratina) based on the circle you select. The blue circle corresponds to Dialga, the purple circle to Palkia, and the red circle to Giratina. Once you select which Pokémon you want Arceus to create, a sequence of images will commence that concludes with Arceus creating an egg of the legendary Pokémon you selected. When the ritual is over and you have received your legendary Pokémon, the Unown will appear and you will be transported back to the inside of the Ruins of Alph. Dialga, Palkia, or Giratina is received at level 1 and comes with its respective orb attached; Palkia comes with the Lustrous Orb, Dialga with the Adamant Orb, and Giratina with the Griseous Orb. Note that the Sinjoh Ruins event is the only way to obtain the Griseous Orb—the item allowing Giratina to assume it Origin Forme—in HGSS.

The Arceus necessary for this event must be from a Nintendo Event or the one from the Hall of Origin in DPP. This event can be done twice to receive up to two of the three Sinjoh dragons. To activate the event again, you must use the either the Hall of Origin Arceus or one from a Nintendo Event, if you used the Hall of Origin Arceus the first time, then the second would require a Nintendo Event Arceus and vice-versa. Bring the Arceus to the Ruins of Alph, enter the ruins, and you will be transported back to the Sinjoh Ruins.

List of Event Arceus:

Eigakan (Movie) Arceus: July 18, 2009 to September 30, 2009 (Japan)
TRU Arceus: November 7 2009, to November 15, 2009 (United States)
MICHINA Arceus: available in multiple countries on different dates
November 5, 2009 to November 16, 2009 (Australia)
February 22, 2010 to April 11, 2010 (France)
February 17, 2010 to March 26, 2010 (Italy)
February 17, 2010 to April 9, 2010 (Germany)
February 26, 2010 to April 11, 2010 (Spain)
March 5, 2010 to April 2, 2010 (Sweden)
March 13 to March 14 and again March 20 to March 21 (United Kingdom)
March 27, 2010 (Netherlands)

The aforementioned Arceus all activate the Sinjoh Ruins event in HGSS. Furthermore, the event is not region specific, so you can use any of the previous event Arceus in any HGSS game to unlock the event. Although, you cannot repeat the event a second time with another of these event Arceus if you already used one of them the first time. For example if you used a MICHINA Arceus to unlock the event the first time, then you can't use a TRU Arceus to activate the event a second time.

Dialga's/Palkia's Maximum Stats
Stat Max- Max Max+
HP - 13 -
Atk 6 7 7
Def 6 7 7
SpA 7 8 8
SpD 6 7 7
Spe 6 7 7

Giratina's Maximum Stats (Origin and Altered Forme)
Stat Max- Max Max+
HP - 14 -
Atk 6 7 7
Def 6 7 7
SpA 6 7 7
SpD 6 7 7
Spe 6 7 7
 
Just a nitpick with firecape01's edit, but the best term for Raikou/Suicune/Entei is legendary "beasts" rather than "dogs." There is a lot of debate in different communities as to whether the trio is composed of dogs/cats/gerbils/what have you, so I think it was agreed at some point that "beasts" is the most all-encompassing term for them.
 
all mentions of dog(s) have been converted to beast(s) to due to convention, thank you.
 
Thats fine, I wasn't really sure of what to change it too, I just didn't think it should remain as "Raikou/Entei".
 
It's not a major issue by any means. In any case, I have a couple more comments:

Given the existence of this thread, it shouldn't be necessary to list all the dates on which Arceus was given out, since it just adds to clutter.

After making their premier in DPP,
"Premier" should be "premiere." One letter difference, but two separate words.

Also, was it ever confirmed that all Apricorn Balls affect a Pokémon's catch rate? I know Heavy Ball with 40x Ball rate would be absurd, but it is the only Ball which adds or subtracts from whatever number. Every other Ball is a multiplier, which is what led me to believe in the first place that something like Fast Ball has a 4x Ball rate.

Finally, if they are verified and put on-site, the fixes you have for Dusk and Quick Ball rates will need to be made here as well.
 
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