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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; check Gulp Missile, Hunger Switch, and Ice Face in Generation VIII
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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, Battle Bond, Ice Face, or Gulp Missile.
Entrainment fails if the user's Ability is Trace, Forecast, Flower Gift, Zen Mode, Illusion, Imposter, Power of Alchemy, Receiver, Disguise, Power Construct, Ice Face, Hunger Switch, Gulp Missile, or Neutralizing Gas.
If powered up by a Normalium Z into Z-Entrainment, the user's Special Defense stat is raised by 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.
Entrainment fails if used on Dynamax or Gigantamax Pokémon.
| 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.
In other games
|| It makes the Ability of the Pokémon in front of you same as yours.
|| It makes a target's Ability the same as yours.*|
It makes the Ability of the Pokémon in front of you the same as yours.*
In other generations
In other languages