In the intricate ecosystem of competitive Pokemon battling, success often hinges on more than just raw power or speed. It frequently comes down to the subtle manipulation of game mechanics that an opponent might overlook. Among these tactical tools, the Pokemon entrainment move stands as one of the most disruptive and strategically versatile status moves ever introduced. While it deals zero direct damage, its ability to rewrite the very identity of a Pokemon—its Ability—can shift the momentum of a match in a single turn.

First appearing in Generation V, Entrainment is a Normal-type status move with 100% accuracy and 15 base PP. Its effect is deceptively simple: the user performs a dance with an odd rhythm, compelling the target to mimic it, thereby changing the target’s Ability to match the user’s. However, the complexity lies in the "Why" and "When" of its application. In a meta-game where Abilities like Intimidate, Huge Power, or Unaware define which Pokemon are viable, the power to forcibly change those traits is a game-changing asset.

The Technical Blueprint: How Entrainment Functions

To effectively integrate the Pokemon entrainment move into a team, one must first master the technical constraints that govern its success. It is not a universal solution, and its limitations are as important as its effects.

Core Stats and Mechanics

  • Type: Normal
  • Category: Status
  • Accuracy: 100%
  • Priority: 0
  • Target: Single adjacent Pokemon (including allies or foes)
  • Z-Move Bonus: In older formats (Gen 7), Z-Entrainment boosted the user's Special Defense by one stage.

When the move is executed successfully, the target's original Ability is replaced by the user's current Ability. This change persists until the target leaves the field through switching or fainting. If the target is under the effect of a temporary Ability change (such as from a previous Entrainment or Skill Swap), the new Entrainment will overwrite the current one.

The Failure List: Critical Knowledge for Competitors

Perhaps the most vital piece of knowledge for any player using the Pokemon entrainment move is knowing which targets are immune. Entrainment will fail under a significant number of conditions, many of which involve "signature" Abilities or form-changing traits that Game Freak deemed too fundamental to be overwritten.

Entrainment fails if the target has any of the following Abilities:

  • Battle Bond: The Bond Phenomenon is too strong to be disrupted.
  • Comatose: A sleeping Pokemon cannot mimic the dance.
  • Disguise: Mimikyu's protective cloth remains intact.
  • Multitype & RKS System: The essence of Arceus and Silvally cannot be altered.
  • Stance Change & Schooling: Form-altering mechanics are generally protected.
  • Truant: Interestingly, while Entrainment fails against a Truant target, it is famously used by Pokemon with Truant (like Durant) to pass the penalty to foes.
  • Tera Shift, Tera Shell, & Teraform Zero: The latest Generation IX mechanics involving Terapagos are immune to Ability alteration.

Furthermore, the move fails if the user has certain Abilities that are deemed non-transferable, such as Illusion, Imposter, Neutralizing Gas, or Wonder Guard. It also fails if the user and the target already possess the same Ability.

Strategic Archetype 1: The "Gimmick" That Works (Durant and Truant)

You cannot discuss the Pokemon entrainment move without mentioning the infamous "Entrainment Durant" strategy. This is perhaps the most well-known use of the move in both competitive ladders and single-player battle facilities.

Durant, a Bug/Steel type, has access to the Hidden Ability Truant. Normally, Truant is a massive hindrance, forcing the Pokemon to skip every second turn. However, with Durant's high base speed (109), it can often use Entrainment on a powerful opposing threat before they can act. By passing Truant to the opponent, you effectively cripple their offensive presence.

In a singles format, this is often paired with a teammate that uses Protect and a setup move (like Dragon Dance or Quiver Dance). On the turns the opponent is "loafing around" due to Truant, the teammate sets up. On the turns the opponent can attack, the teammate uses Protect. This cycle allows for a safe +6 stat boost, leading to an inevitable sweep. While experienced players can counter this by switching out, it remains a terrifying strategy against teams that lack immediate pivot options.

Strategic Archetype 2: Offensive Buffing in Double Battles

While the Durant strategy is about debilitating the foe, the Pokemon entrainment move shines just as brightly when used on an ally. In the VGC (Video Game Championships) format, passing a beneficial Ability to a powerhouse teammate can create monsters that the developers never intended.

The Water Bubble Pass

Araquanid possesses the Ability Water Bubble, which doubles the power of Water-type moves, provides an immunity to Burn, and halves Fire-type damage taken. This is one of the most powerful offensive Abilities in the game. By using a fast Pokemon with Entrainment (or a Choice Scarfed Araquanid in some niche builds) to pass Water Bubble to a faster, harder-hitting Water type like Palafin or Kyogre, the damage output becomes astronomical. A Water Bubble-boosted Origin Pulse or Jet Punch can tear through even resisted targets.

Passing Defensive Utility

Entrainment can also be used to grant allies defensive boons. Passing Levitate from a Pokemon like Chingling (though rare in high-level play) to a Steel-type ally can remove their crippling Ground-type weakness instantly. Similarly, passing Volt Absorb or Flash Fire can create situational immunities that force the opponent to redirect their attacks, wasting a turn and granting your team the initiative.

Entrainment in the Generation IX Era: Pawmot and Beyond

As of the current 2026 competitive landscape, the Pokemon entrainment move has found new life in the Paldea region. The introduction of Pawmot brought a high-speed, high-utility user to the forefront.

Pawmot is unique because it combines a high Speed tier (105) with access to both Entrainment and the signature move Revival Blessing. In double battles, Pawmot can use Entrainment to pass its Ability, Volt Absorb, to a Flying-type teammate or a Dondozo. This not only provides an immunity but also a source of healing in a meta often dominated by Electric-type attacks like Miraidon’s Electro Drift or Thundurus's Wildbolt Storm.

Moreover, the interaction with Terastallization adds a layer of depth. Changing a Pokemon's Ability via Entrainment does not affect their Tera Type or their ability to Terastallize, but it can change how they interact with their new type's weaknesses. For example, a Tera Electric Pokemon that receives the Earth Eater ability via Entrainment suddenly has no weaknesses and a healing source—a combination that is incredibly difficult to break without specialized disruption.

Neutralizing the Boss: Entrainment in Tera Raids

Tera Raids represent a different challenge where the Pokemon entrainment move is arguably even more valuable. Raid Bosses often rely on frustrating Abilities to maintain their difficulty. An Arcanine boss with Justified can snowball out of control if hit by Dark moves, or a Corviknight with Mirror Armor can make stat-lowering strategies backfire.

Using a support Pokemon with Entrainment allows a raiding party to overwrite these problematic traits. By replacing a boss's Ability with something harmless, such as Plus or Minus, the raid becomes significantly more manageable. However, players must be cautious: once the Raid Boss clears its negative effects and resets its status, it does not usually regain its original Ability if it was changed by Entrainment, making this a permanent solution for the duration of the fight.

It is important to note that Entrainment will fail if the Raid Boss has its shield up. Therefore, the move must be used on Turn 1 or Turn 2, before the boss reaches the HP threshold that triggers the shield. This makes speed and timing paramount for support-oriented players.

Comparative Analysis: Entrainment vs. Skill Swap vs. Role Play

To understand the true value of the Pokemon entrainment move, we must compare it to other Ability-altering moves. Each has a specific niche, and choosing the wrong one can lead to tactical failure.

  1. Skill Swap: This move exchanges the user's Ability with the target's. It is generally considered more versatile because the user gains the target's (potentially powerful) Ability. However, Skill Swap is riskier if the user has a detrimental Ability like Truant, as the user will then be stuck with whatever the opponent had. Entrainment is better for "spreading" a specific Ability across multiple targets or passing a penalty without losing your own utility.

  2. Role Play: This move replaces the user's Ability with the target's. It is purely self-serving and does not affect the opponent's Ability. It is rarely used in competitive play compared to the other two.

  3. Simple Beam / Worry Seed: These moves replace the target's Ability with a specific, fixed Ability (Simple or Insomnia). They are excellent for neutralizing threats but lack the "positive synergy" aspect of Entrainment, as you cannot use them to pass a specific, powerful trait like Water Bubble or Huge Power.

Entrainment sits in the middle: it is the premier tool for consistency. Because it always grants the user's Ability, you have total control over what the battlefield looks like, provided your user is built correctly.

Breeding and Training: How to Get Entrainment

For trainers looking to experiment with these strategies, obtaining a Pokemon with the entrainment move is the first step. Since it is not a TM or Move Tutor staple in the current generation, it must be learned through leveling up or specific breeding chains.

Level Up Users (Gen 9 Selection)

  • Pawmot / Pawmo / Pawmi: Learns at various levels (Pawmot at level 39).
  • Dedenne: Learns at level 55.
  • Lilligant (including Hisuian Lilligant): Learns at level 1.
  • Araquanid / Dewpider: Learns at level 38/32.
  • Alcremie / Milcery: Learns at level 50.

Egg Move Considerations

Many Pokemon can learn Entrainment as an Egg Move. Using the Mirror Herb mechanic in Pokemon Scarlet and Violet, this process is simpler than ever. If you have a Pokemon with an empty move slot and a Mirror Herb, and you have a picnic with another Pokemon that already knows Entrainment (like a Pawmot), the first Pokemon will learn the move regardless of Egg Group. This has opened up the move to candidates like Cetitan and Hawlucha, who can use it to interesting effect in niche team compositions.

Conclusion: The Rhythmic Shift of Battle

The Pokemon entrainment move is a testament to the depth of the game's battle system. It rewards players who look beyond the "highest power" moves and instead focus on the underlying mechanics of Ability synergy and disruption. Whether you are using a Durant to force an opponent into a loafing stalemate, or a Pawmot to give your team an Electric-type safety net, Entrainment offers a unique way to dictate the flow of combat.

As the meta continues to evolve toward the end of the Ninth Generation, expect to see more creative uses of this move. It remains a high-skill-cap tool that, while situational, can turn a certain defeat into a brilliant victory by simply forcing the opponent to dance to your rhythm. When building your next competitive team, ask yourself if your strategy could benefit from a little more coordination—or if your opponent's strategy could be dismantled by a well-timed invitation to "join the group."