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Entrainment (Japanese: なかまづくり Befriend) is a non-damaging Normal-type move introduced in Generation V. It is the inverse of Role Play.
|| This move effect may be in need of research. |
Reason: Check Imposter in Generation V
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Entrainment changes the target's Ability to match the user's. If a Pokémon affected by Entrainment is switched out, it regains its original Ability.
If both Pokémon have the same Ability, Entrainment will fail.
Entrainment fails if the target's Ability is Truant, Multitype, Stance Change, Schooling, Comatose, Shields Down, Disguise, RKS System, or Battle Bond.
Entrainment fails if the user's Ability is Trace, Forecast, Flower Gift, Zen Mode, Illusion, Imposter, Power of Alchemy, Receiver, Disguise or Power Construct.
If powered up by a Normalium Z into Z-Entrainment, the user's Special Defense stat raises one stage.
Entrainment can be used as a part of a Contest Spectacular combination, causing certain moves (Circle Throw, Seismic Toss, Sky Drop, Smack Down, Storm Throw and Vital Throw) to give an extra three appeal points if any of them is used in the next turn.
| The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.
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