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and capture pals who drop lendary blueprints so you have 2x the chance to get the blueprint (once when you capture then and again when you butcher them)
But once you get to max level and have the blueprints, then your just kill water pals for drops.
No point in wasting resources on capturing more then the first 10 of a type unless you need the 64 to max out your favourite pal
But if sphere supply isn't a problem, there usually isn't a downside to capturing them. You'll get the same resources as if you had killed them, and even if you have no use for it you can sell it later for gold at any Pal merchant. The one time it might be a really bad idea to capture is if you're
(1) basically at your carrying capacity,
(2) in combat with multiple enemies,
(3) at least some of whom have fast and nasty attacks that require you to dodge
If you capture a Pal, their loot gets placed directly in your inventory, and suddenly being prevented from sprinting or dodging until you go into the inventory menu to drop loot might get you killed if it happens at the wrong time.
You don't have infinite pokeballs.
So I would say fun. Fun is the reason. Drops don't really matter because you can just buy most of them and money is free.
Vixy would like a word
For pals in the mid/low-single-digit levels, sure; but basic Pal spheres are pretty much a waste of time on higher-level Pals even when they're one hit away from death, at least in terms of capture rate. They can still be useful to interrupt something like a Beeguard kamikaze, but... not much else? Perhaps buying a few moments to switch out inventory items in peace.
Or the robinquills that seemingly have global agro range who gank me from a mile away with spells when im fighting other pals.