@Dog of Hellsing
Fury Swipes was much more preferable to us as an attack than Night Daze was. Fury Swipes took the form of multiple small blows, and while they could stack up, it didn't have the punch that a Dark-type move from Zorua could have. At the same time, letting Zorua exert itself like this was amplifying the effect of the toxins in the young fox's body, and the longer it kept up an active attack, the more likely it was to fall. There wasn't much to do except finish this battle soon, and with there being more of a risk of Zorua fainting the longer it went, I wanted it to be finished now.
Toxic was doing a good amount of damage on its own, so I only wanted to use offensive moves if they had a defensive purpose or had little damaging potential against Zorua, like Psychic. At the moment, the goal was to exhaust Zorua for capture, as even though it was wounded, it still had a good amount of energy left. While Toxic sapped away at its energy as well as its health, it wouldn't be quite enough to leave it on its own, but if we left Zorua alone to attack us, not only would it faint from its wounds before its energy was low enough for us to capture it, but it would be able to deal a good amount of damage to us before it did so, and not only would we be down a potential teammate, but we would be in a bad position to continue to go searching through Meteor Valley for more.
One idea formed in my head almost immediately; Zorua's energy level was the problem here. Sela had two major ways to take this energy away at her disposal. Hypnosis would absolutely drain Zorua, but it was based on Sela's psychic powers; while Zorua was more vulnerable to this than it was to damage from Psychic-type attacks, it was still highly resistant to the mind-altering powers of Psychic Pokémon in general. There was a very good chance that Zorua wouldn’t be affected, or at least whatever effect it would have would be negligible. The potential rewards were great, as Zorua would be put to sleep, and any resistance to being captured at that point is pretty much out the window, but the very real potential of getting absolutely nothing out of a Hypnosis attack steered me away from using it.
The other move that came to mind focused more on immobilizing and slowing the opponent, but the method of doing so brought the target to the point of exhaustion. Thunder Wave inflicted Paralysis to the target by forcing their muscles to spasm involuntarily. The user did not control when these spasms occurred, therefore the target could still get attacks off occasionally. However, the charge provided in Thunder Wave was strong and focused; instead of dealing damage, Thunder Wave provided a near constant electrical pulse in the target's body, making it so that the Paralysis would stay until it was treated specifically. This electrical stream was a good way to force spasms to immobilize the opponent, but it also was a good way to force the use of the target's energy in a non-threatening way. Zorua already had some residual electricity stored in its body from Thunderbolt; if Thunder Wave connected, I figured, the chance of a Paralysis gripping it would be high, and not only would it stop attacking, but it would lose a good bit of the energy it had left, and therefore be ready for capture.
"Sela, hit Zorua with Thunder Wave!" With this, any remaining ruse was certainly gone, and while the electricity built up in Sela's arms, she was enveloped in a dark flame identical to when she changed her form into that of a Roserade. In her disguised form, she was slightly taller than Zorua, but as she forced the Illusion away, she grew back to twice the young fox's height. Her (electrically charged) bouquets grew out into the longer green arms that guided her less-mental powers, and the masque that covered her eyes grew into the cap that formed the moon shape around her head. The changes may have messed up Zorua's aim, but whether it did or didn't wasn't the issue here. We had to have Thunder Wave hit to slice Zorua's energy down, and hope that a capture at that point would succeed. Thunder Wave may delay the Toxic enough to allow a second attempt, though it would still be pushing it; after that, if we wanted the Zorua, we would have to resort to Heal Pulse and Heal Bell to keep it up. I didn't think that the Zorua would appreciate being healed up just to be knocked down again into capture range, though; this would be an absolute last ditch attempt only.
The electricity bounced back and forth between my Gardevoir's arms, and as she held them out, it was released in a wide arc away from her. The Thunder Wave attack covered a good portion of the battle, with small bolts of electricity probing the ground for their target while others fizzled a good distance away in the air. Zorua was in the air already, launching its flurry of scratches, but as soon as one of Thunder Wave's streams hit it, they would all converge on their target. I could only hope this was enough to stop its attack, but it was more than enough to get a chance at a capture that was worth taking.
I reached into my pack. I had three different types of balls available to use, all camouflaged to note that they were specifically for use in the National Park. I grabbed the simplest one available: the standard Park Ball. It was only able to capture Pokémon that have not evolved, but Zorua was the lowest step in its evolutionary family, and so it was compatible with the ball. The other ball types were stronger, granting a better chance at a capture, but they were also capable of capturing higher evolutionary levels of Pokémon; they would be for if I absolutely needed that extra chance, as I hadn't brought more than three of each. I told myself they would only be used for last-ditch capture attempts (possibly with this Zorua here, as it was getting down to the wire with it) or for the higher evolutionary tiers of Pokémon.
As for now, I had my Park Ball ready. When Thunder Wave finishes, I would toss it at the Zorua. For now, I had to focus myself for when that single moment comes.