As Pokémon Black & Pokémon White are the beginning of a new generation of Pokémon games, the battle system has been upgraded again. Like the changes from third to fourth generations, the changes aren't quite as intensive as other generational transitions but they are worthy of note.

Aesthetic Changes

The first thing to note is the aesthetic changes to the battles. In battles in Black & White, the Pokémon are no longer just static sprites on a static background. Instead, everything is in motion. The front and backsprites of each Pokémon move at all times, some even changing movement based on certain scenarios.
In addition to the moving sprites, the camera is also adaptive during battle. With many attacks, when you attack and some attacks when you're attacked, the camera will zoom out and show your entire Pokémon doing that attack. This feature is seamless and the battles go faster than the ones in the past generation.

Core Changes

While we are aware of the aesthetic changes, the core changes to the game have yet to be revealed. It is likely that the core mechanics continue on from the mechanics from Diamond, Pearl, Platinum, HeartGold & SoulSilver including the split Physical/Special system.

Triple Battles

Folowing on from the Double battle style introduced within Ruby & Sapphire, Black & White introduces the evolution of the multi-Pokémon battles and brings the Triple Battles. Triple battles involve you sending out half of your team against your opponents. As such, new mechanics are to be brought in for move targetting to allow for all 3 opponents to be targeted and moves that will hit all five other Pokémon in the field. Triple Battles are primarily found in Pokémon White.

Targetting

The targetting of the Triple Battles is determined solely by the position in the battlefield. The Pokémon in the middle has the ability to damage all the Pokémon on the field. However, the Pokémon to the sides can only target the Pokémon directly opposite and the ones in the middle. This will make strategy even more interesting. You have the ability to Move the Pokémon around during battle, but this function uses your turn and so will keep you vulnerable to attacks. In addition to that, Pokémon in the middle will do more damage to all the other Pokémon when using an attack that damages all its foes than a Pokémon to the side.

There are, however several moves in which you have the ability to attack from across the field from one end to the other. These moves are mostly of the Flying-type, but there are several which are not. The moves listed are as follows;

Name Type Cat. PP Att. Acc. Effect
Acrobatics 15 55 100 It lightly attacks the opponent. The damage is larger when it is not holding any item.
Aerial Ace 20 60 -- The user confounds the foe with speed, then slashes. The attack lands without fail.
Aeroblast 5 100 95 A vortex of air is shot at the foe to inflict damage. It has a high critical-hit ratio.
Air Slash 20 75 95 The user attacks with a blade of air that slices even the sky. It may also make the target flinch.
Aura Sphere 20 90 -- The user looses a blast of aura power from deep within its body. This move is certain to hit.
Bounce 5 85 85 The user bounces up high, then drops on the foe on the second turn. It may also paralyze the foe.
Brave Bird 15 120 100 The user tucks in its wings and charges from a low altitude. The user also takes serious damage.
Chatter 20 60 100 The user attacks using a sound wave based on words it has learned. It may also confuse the foe.
Dark Pulse 15 80 100 The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.
Dragon Pulse 10 90 100 The foe is attacked with a shock wave generated by the user's gaping mouth.
Drill Peck 20 80 100 A corkscrewing attack with the sharp beak acting as a drill.
Fly 15 90 95 The user soars, then strikes on the second turn. It can also be used for flying to any familiar town.
Sky Drop 10 60 100 It attacks by raising the opponent skyward on the first turn, then dropping them on the second. The opponent that has been raised cannot move.
Hurricane 10 120 70 It surrounds the opponent with a monstrous wind. It may confuse the opponent.
Gust 35 40 100 A gust of wind is whipped up by wings and launched at the foe to inflict damage.
Heal Pulse 10 -- -- It lets fly a Heal Pulse that will restore half of its opponent’s maximum HP.
Peck 35 35 100 The foe is jabbed with a sharply pointed beak or horn.
Perish Song 5 -- -- Any Pokémon that hears this song faints in three turns, unless it switches out of battle.
Pluck 20 60 100 The user pecks the foe. If the foe is holding a Berry, the user plucks it and gains its effect.
Sky Attack 5 140 90 A second-turn attack move with a high critical-hit ratio. It may also make the target flinch.
Water Pulse 20 60 100 The user attacks the foe with a pulsing blast of water. It may also confuse the foe.
Wing Attack 35 60 100 The foe is struck with large, imposing wings spread wide to inflict damage.

Triple Battle - Rotation

Another new battle feature is the Rotation Battle. This battle is set out like a Triple Battle but has a brand new means to battle. Here, like with Triple Battles, you send out three Pokémon. However, the stage your Pokémon are on can rotate. You only battle one Pokémon versus one Pokémon with the other Pokémon pushed at the back. However, when you're battling, you will have the ability of rotating the stage clockwise or anti-clockwise making another of your Pokémon the main Pokémon you intend to use.
This does not take your turn away and you have the ability to attack immediately with your new main Pokémon. The rotation appears to be the first thing that happens in the turn so Speed is calculated after the rotation.

Wonder Launcher

The Wonder Launcher is a new option that has been brought into Multiplayer battles. Previously, during multiplayer battles, you didn't have the chance to use items. However, when you have the Wonder Launcher option turned on, you and your opponents now have the ability to use items in battle. However, items are not used in the conventional manner in these Wireless Battles.
In order to maintain balance, the items have to be earned throughout the battle. Whenever you take your turn, you will get a single, and you can use these points to then purchase the use of the item. Like in the main games, this will take up your turn. There are many items possible to be used but they include items such as Revive, Ether and X Attack as well as other items which can activate items and abilities before they normally would be

Wonder Launcher Items
Picture Name Effect Cost
Item Urge It activates its teammate's item for immediate use when used. 1 Point
Potion A spray-type medicine for wounds. It restores the HP of one Pokémon by just 20 points. 2 Points
Ability Urge It activates its teammate's ability when used. 3 Points
Dire Hit An item that raises the critical-hit ratio of a Pokémon in battle. It wears off if the Pokémon is withdrawn.3 Points
Guard Spec. An item that prevents stat reduction among the Trainer's party Pokémon for five turns after use.3 Points
X Accuracy An item that raises the accuracy of a Pokémon in battle. It wears off if the Pokémon is withdrawn.3 Points
X Attack An item that raises the Attack stat of a Pokémon in battle. It wears off if the Pokémon is withdrawn.3 Points
X Defend An item that raises the Defense stat of a Pokémon in battle. It wears off if the Pokémon is withdrawn.3 Points
X Sp. Def An item that raises the Sp. Def stat of a Pokémon in battle. It wears off if the Pokémon is withdrawn.3 Points
X Special An item that raises the Sp. Atk stat of a Pokémon in battle. It wears off if the Pokémon is withdrawn.3 Points
X Speed An item that raises the Speed stat of a Pokémon in battle. It wears off if the Pokémon is withdrawn.3 Points
Super Potion A spray-type medicine for wounds. It restores the HP of one Pokémon by 50 points.4 Points
Ice Heal A spray-type medicine. It defrosts a Pokémon that has been frozen solid.4 Points
Antidote A spray-type medicine. It lifts the effect of poison from one Pokémon. 4 Points
Awakening A spray-type medicine. It awakens a Pokémon from the clutches of sleep.4 Points
Parlyz Heal A spray-type medicine. It eliminates paralysis from a single Pokémon. 4 Points
Burn Heal A spray-type medicine. It heals a single Pokémon that is suffering from a burn.4 Points
Item Drop Its teammate loses its held item if used. 5 Points
X Speed 2 In battle, it raises the Pokémon's Speed. If the Pokémon is withdrawn the stat returns to normal. 5 Points
X Special 2 In battle, it raises the Pokémon's Special Attack. If the Pokémon is withdrawn the stat returns to normal. 5 Points
X Sp. Def 2 In battle, it raises the Pokémon's Special Defence. If the Pokémon is withdrawn the stat returns to normal. 5 Points
X Defend 2 In battle, it raises the Pokémon's Defence. If the Pokémon is withdrawn the stat returns to normal. 5 Points
X Attack 2 In battle, it raises the Pokémon's Attack. If the Pokémon is withdrawn the stat returns to normal. 5 Points
X Accuracy 2 In battle, it raises the Pokémon's Accuracy. If the Pokémon is withdrawn the stat returns to normal. 5 Points
Full Heal A spray-type medicine. It heals all the status problems of a single Pokémon.6 Points
X Speed 3 In battle, it raises the Pokémon's Speed. If the Pokémon is withdrawn the stat returns to normal. 7 Points
X Special 3 In battle, it raises the Pokémon's Special Attack. If the Pokémon is withdrawn the stat returns to normal. 7 Points
X Sp. Def 3 In battle, it raises the Pokémon's Special Defence. If the Pokémon is withdrawn the stat returns to normal. 7 Points
X Defend 3 In battle, it raises the Pokémon's Defence. If the Pokémon is withdrawn the stat returns to normal. 7 Points
X Attack 3 In battle, it raises the Pokémon's Attack. If the Pokémon is withdrawn the stat returns to normal. 7 Points
X Accuracy 3 In battle, it raises the Pokémon's Accuracy. If the Pokémon is withdrawn the stat returns to normal. 7 Points
Dire Hit 3 It raises the Pokémon's Critical Hit ratio greatly. Each use increases the effect. If the Pokémon is withdrawn the ratio returns to normal. 7 Points
Hyper Potion A spray-type medicine for wounds. It restores the HP of one Pokémon by 200 points.8 Points
Reset Urge It returns its teammate's stat changes to normal when used. 9 Points
Max Potion A spray-type medicine for wounds. It completely restores the HP of a single Pokémon. 10 Points
Revive A medicine that revives a fainted Pokémon. It restores half the Pokémon's maximum HP.11 Points
Ether It restores the PP of a Pokémon's selected move by a maximum of 10 points.12 Points
X Speed 6 In battle, it raises the Pokémon's Speed. If the Pokémon is withdrawn the stat returns to normal. 12 Points
X Special 6 In battle, it raises the Pokémon's Special Attack. If the Pokémon is withdrawn the stat returns to normal. 12 Points
X Sp. Def 6 In battle, it raises the Pokémon's Special Defence. If the Pokémon is withdrawn the stat returns to normal. 12 Points
X Defend 6 In battle, it raises the Pokémon's Defence. If the Pokémon is withdrawn the stat returns to normal. 12 Points
X Attack 6 In battle, it raises the Pokémon's Attack. If the Pokémon is withdrawn the stat returns to normal. 12 Points
X Accuracy 6 In battle, it raises the Pokémon's Accuracy. If the Pokémon is withdrawn the stat returns to normal. 12 Points
Full Restore A medicine that fully restores the HP and heals any status problems of a single Pokémon.13 Points
Max Revive A medicine that revives a fainted Pokémon. It fully restores the Pokémon's maximum HP.14 Points