I have no problems with allowing people to capture legendary pokemon, for two reasons. Most of the time, they are simply regarded as mythical and/or rare pokemon. These "lower legends" like the Kanto Bird Trio are nowhere near godly and are usually not even that powerful - they simply come at a high level and have high base stats. Pseudolegends are usually stronger. Most of them, especially the Uber Legends, come in the postgame which by then you are at the end of the main game. What I do have a problem with is when you are forced to capture them, especially if they are mascot legends, as part of the main game. What could make mascot legend fights interesting is if they were framed more like superbosses than regular bosses. You are fighting godly pokemon, make it feel like a godly fight If that's the case, I expect to see the following: Remove Master Balls from the game entirely. They leave no design space for overpowered legendary fights. Give the mascot legends straight up busted abilities, on par with Delta Stream or even stronger, and grant large increases to their BST to widen the power gap between them and regular pokemon. Make them refuse to obey you until you complete the Pokemon Leauge. Give them combat boosts at the start of the battle; which reset after a couple of turns if removed. Make capturing them a less RNG-heavy mechanic, like increasing their capture rate after each pokeball thrown.