TM56
TMs and HMs item in Pokémon Black and White.
Flavor
Flavor Text
The user flings its held item at the target as an attack. Its power and effects depend on the item.
Short Effect
Teaches Fling to a compatible Pokémon.
Effect
Teaches Fling to a compatible Pokémon.
TM/HM source
TM56 teaches Fling. You can pick it up on Tubeline Bridge, east of Route 8.
Machines
TM56 teaches Fling in the Black and White machine data.
Power
-
Acc.
100
PP
10
Related

TM01

Hone Claws
The user sharpens its claws to boost its Attack stat and accuracy.

TM02

Dragon Claw
The user slashes the target with huge, sharp claws.

TM03

Psyshock
The user materializes an odd psychic wave to attack the target. This attack does physical damage.

TM04

Calm Mind
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

TM05

Roar
The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.

TM06

Toxic
A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM07

Hail
Summons a hailstorm that lasts for five turns. The hailstorm damages all types except Ice.

TM08

Bulk Up
The user tenses its muscles to bulk up its body, boosting both its Attack and Defense stats.

TM09

Venoshock
The user drenches the target in a special poisonous liquid. Its power is doubled if the target is poisoned.

TM10

Hidden Power
A unique attack that varies in type and intensity depending on the Pokémon using it.

TM11

Sunny Day
The user intensifies the sun for five turns, powering up Fire-type moves.

TM12

Taunt
The target is taunted into a rage that allows it to use only attack moves for three turns.

TM13

Ice Beam
The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

TM14

Blizzard
A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

TM15

Hyper Beam
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

TM16

Light Screen
A wondrous wall of light is put up to suppress damage from special attacks for five turns.

TM17

Protect
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18

Rain Dance
The user summons a heavy rain that falls for five turns, powering up Water-type moves.

TM19

Telekinesis
The user makes the target float with its psychic power. The target is easier to hit for three turns.

TM20

Safeguard
The user creates a protective field that prevents status problems for five turns.

TM21

Frustration
A full-power attack that grows more powerful the less the user likes its Trainer.

TM22

Solar Beam
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

TM23

Smack Down
The user throws a stone or projectile to attack an opponent. A flying Pokémon will fall to the ground when it’s hit.

TM24

Thunderbolt
A strong electric blast is loosed at the target. It may also leave the target with paralysis.

TM25

Thunder
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

TM26

Earthquake
The user sets off an earthquake that strikes every Pokémon around it.

TM27

Return
A full-power attack that grows more powerful the more the user likes its Trainer.

TM28

Dig
The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

TM29

Psychic
The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

TM30

Shadow Ball
The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

TM31

Brick Break
The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.

TM32

Double Team
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM33

Reflect
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

TM34

Sludge Wave
It swamps the area around the user with a giant sludge wave. It may also poison those hit.

TM35

Flamethrower
The target is scorched with an intense blast of fire. It may also leave the target with a burn.

TM36

Sludge Bomb
Unsanitary sludge is hurled at the target. It may also poison the target.

TM37

Sandstorm
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.

TM38

Fire Blast
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

TM39

Rock Tomb
Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

TM40

Aerial Ace
The user confounds the target with speed, then slashes. The attack lands without fail.

TM41

Torment
The user torments and enrages the target, making it incapable of using the same move twice in a row.

TM42

Facade
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.

TM43

Flame Charge
The user cloaks itself with flame and attacks. Building up more power, it raises the user’s Speed stat.

TM44

Rest
The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

TM45

Attract
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

TM46

Thief
The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

TM47

Low Sweep
The user attacks the target’s legs swiftly, reducing the target’s Speed stat.

TM48

Round
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

TM49

Echoed Voice
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

TM50

Overheat
The user attacks the target at full power. The attack’s recoil harshly reduces the user’s Sp. Atk stat.

TM51

Ally Switch
The user teleports using a strange power and switches its place with one of its allies.

TM52

Focus Blast
The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

TM53

Energy Ball
The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

TM54

False Swipe
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP.

TM55

Scald
The user shoots boiling hot water at its target. It may also leave the target with a burn.

TM57

Charge Beam
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

TM58

Sky Drop
The user hurls the target into the air, then drops it on the second turn. The target cannot attack while in the air.

TM59

Incinerate
The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

TM60

Quash
The user suppresses the target and makes its move go last.

TM61

Will-O-Wisp
The user shoots a sinister, bluish-white flame at the target to inflict a burn.

TM62

Acrobatics
The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.

TM63

Embargo
It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

TM64

Explosion
The user explodes to inflict damage on those around it. The user faints upon using this move.

TM65

Shadow Claw
The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio.

TM66

Payback
The user stores power, then attacks. If the user can use this attack after the target, its power is doubled.

TM67

Retaliate
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases.

TM68

Giga Impact
The user charges at the target using every bit of its power. The user must rest on the next turn.

TM69

Rock Polish
The user polishes its body to reduce drag. It sharply raises the Speed stat.

TM70

Flash
The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

TM71

Stone Edge
The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio.

TM72

Volt Switch
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

TM73

Thunder Wave
A weak electric charge is launched at the target. It causes paralysis if it hits.

TM74

Gyro Ball
The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

TM75

Swords Dance
A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.

TM76

Struggle Bug
Resisting, the user attacks the opposing Pokémon. The targets’ Sp. Atk stat is reduced.

TM77

Psych Up
The user hypnotizes itself into copying any stat change made by the target.

TM78

Bulldoze
The user stomps down on the ground and attacks everything in the area. The targets’ Speed stat is reduced.

TM79

Frost Breath
The user blows a cold breath on the target. This attack always results in a critical hit.

TM80

Rock Slide
Large boulders are hurled at the opposing team to inflict damage. They may also make the targets flinch.

TM81

X-Scissor
The user slashes at the target by crossing its scythes or claws as if they were a pair of scissors.

TM82

Dragon Tail
The user knocks away the target and drags out another Pokémon in its party. In the wild, the battle ends.

TM83

Work Up
The user is roused, and its Attack and Sp. Atk stats increase.

TM84

Poison Jab
The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target.

TM85

Dream Eater
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

TM86

Grass Knot
The user snares the target with grass and trips it. The heavier the target, the greater the damage.

TM87

Swagger
The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

TM88

Pluck
The user pecks the target. If the target is holding a Berry, the user plucks it and gains its effect.

TM89

U-turn
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

TM90

Substitute
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

TM91

Flash Cannon
The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat.

TM92

Trick Room
The user creates a bizarre space in which slower Pokémon get to move first for five turns.

HM01

Cut
The target is cut with a scythe or claw. It can also be used to cut down thin trees.

HM02

Fly
The user soars, then strikes on the second turn. It can also be used to fly to any familiar town.

HM03

Surf
It swamps the area around the user with a giant wave. It can also be used for crossing water.

HM04

Strength
The target is slugged with a punch thrown at maximum power. This move can also be used to move boulders.

HM05

Waterfall
The user charges the target at an awesome speed. It can also be used to climb a waterfall.

HM06

Dive
Diving on the first turn, the user floats up and attacks on the second. It can be used for diving in the ocean.

TM93

Wild Charge
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

TM94

Rock Smash
The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

TM95

Snarl
The user yells as if it is ranting about something, making the target’s Sp. Atk stat decrease.
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Physical