Lancelot's buffs were a bit more subtle, his Hyper Beam, Eye Lasers and Death Explosion are all less elemental, which overall means he actually gets to do significant damage to you (before this, having Fire, Thunder, Bomb and Dark resist basically halved all of Lancelot's damage).
Anyway, due to not being able to use summons, the amount of debuffs and statuses you can inflict in a mere 2 turns is pretty limited, which also means you need to get Lancelot pretty low for a guaranteed capture (around 23% of his HP or so). NoLegs was actually killing him with the Necromancer's Hat so I had to switch it out for something with a lower mag atk boost; I probably have a few more steroids than the average player at this point, so you should be able to safely use the Necromancer's Helmet to make up that difference. This setup mostly relies on the fact that Lancelot is incapable of killing Natz in one attack, and Lance and Anna are unnecessary on the second turn (Hyper Beam is the only attack that deals significant damage to Natalie, which is why Lance absorbs it and has Encore so that in the unlikely event somehow Natalie dies to it, Lance can give a turn to Matt so that he can buff NoLegs mag atk instead).
![](https://s2.save4k.ru/pic/YwnEkDQ70H8/maxresdefault.jpg)