For some reason, Double/Triple Battles aren't all that popular with the average Pokemon gamer. I personally prefer Doubles and Triples to the Single Battle style, as I find they add an extra element of complexity to battles.
I think it is important for anyone who wishes to get good at Pokemon to get familiar with these battles types, as they can open your eyes to another way of looking at your cute little creatures.
Firstly, don't be intimidated by the leap from single battles. Yes, some moves become more powerful than they previously were in single battles because they can now be used to their full potential in wider fields. But this here is going to teach you about these attacks, and what makes them stronger, along with other kinds of strategies that can pop up in these wide field battles.
Wide Range Attacks
There are many different types of wide ranging attacks in Pokemon Black and White.
-Opposing Field Targeted Attacks (OFTA's):
These attacks can hit up to three opposing Pokemon at once (Given the user is in the middle position of a triple battle), without hitting your own ally Pokemon. Commonly used ones include:
Standard
Rockslide - Can cause flinch
Blizzard - Can cause freeze
Heat Wave - Can cause burn
Muddy Water - Can lower accuracy
All of these are your basic OFTA's, and they all have potential added effects.
Power lowers with HP
Eruption
Water Spout
Both of these attacks are only at full power when the users HP is full, best to have fast Pokemon use these attacks to get their full potential.
Unusual
Flameburst
The ally Pokemon either side of the target take a little damage, useful if the target's ally Pokemon has extremely low HP.
Non-Attacking
Follow Me - All opposing single target attacks will be directed towards the user
Stealth Rock - Causes damage to switching opposing Pokemon
Spikes - Causes damage to non-levitating/non-flying switching opposing Pokemon
Poison Spikes - Poisons non-levitating/non-flying/non-steel switching opposing Pokemon
Follow me is only used in Double/Triple battles. It's best use to keep attention away from an ally Pokemon, and works even better in combination with Wide Guard attack, to block any OFTA's and EFTA's from sneaking through.
Random Target Attack
Outrage
The user has no control over who the target will be, unless the opponent only has one target within range.
-Entire Field Targeted Attack (EFTA's):
These attacks can hit up to five Pokemon at once (excluding user). Commonly used ones include:
Standard
Earthquake
Surf
Discharge - Can cause Paralysis
Bulldoze - Lowers targets Speed stat
Selfdestruct - Causes user to feint
Explosion - Causes user to feint
Lavaplume - Can cause burn
Sludge Wave - Can cause poison
These are all standard EFTA's, they will hit all Pokemon on the field if the user is in the middle position of a triple battle. Immune Pokemon, ally Pokemon with Telepathy ability, and opposing teams that have used Wide Guard will be unaffected by these attacks.
Non-Attacking
Teeter Dance - Confuses all in battle
Gravity - Levitating and Flying Pokemon are Earthbound, Flying attacks are disabled for 5 turns
Trick Room - Attacking order based on Speed stats is reversed for 5 turns
Magic Room - Items are unusable for 5 turns
Wonder Room - All Pokemon have their Defense and Special Defense swapped for 5 turns
Perish Song - All Pokemon who hear this song feint after 3 turns
Weather Attacks
Hail - All non ice type Pokemon take damage each turn (except Pokemon with Ice Body/Snow Cloak ability), Blizzard attack never fails to hit.
Sunny Day - Pokemon with Dry Skin take damage each turn. Pokemon with Chlorophyll ability double in speed. Solar Beam no longer needs to charge up. Fire attacks get 1.5x boost.
Rainy Day - Pokemon with Dry skin/Rain dish ability gain hp each turn. Pokemon with Swift Swim ability double in speed. Thunder attack never fails to hit. Water attacks get 1.5x boost.
Sandstorm - All non Steel/Rock/Ground type Pokemon take damage each turn (except Pokemon with Sand Veil ability). Pokemon with SandRush Ability double in speed. Pokemon with Sand Force ability gain 1.33x boost in Ground, Steel and Rock attacks.
All of these non-attacking EFTA's are significantly useful in doubles and triples. So get familiar with them.
-Ally Field Targeted Attacks (AFTA's):
These attacks are used for strategic purposes, as they are directed towards your own team, they're meant to give you a boost in some way.
Tailwind - Boosts the whole team's speed by 1.5x
Quick Guard - Protects the whole team from any priority attacks (Fake out, Bullet Punch, Ice Shard...)
Wide Guard - Protects the whole team from any Physical or Special EFTA's or OFTA's
Safe Guard - Protects the whole team from critical hits
Light Screen - Slightly boosts the whole team's Special Defense for 5 turns
Reflect - Slightly boosts the whole team's Defense for 5 turns.
-Cross Field Attacks (CFA's):
These attacks are useful in triple battles, as they allow the user to attack an opponent that would normally be out of range. For example, the user is on the far left, and the target is on the far right, normally out of range, but these attacks can still hit their target.
Acrobatics
Aerial Ace
Aeroblast
Air Slash
Aura Sphere
Bounce
Brave Bird
Chatter
Dark Pulse
Dragon Pulse
Drill Peck
Fly
Sky Drop
Hurricane
Gust
Heal Pulse
Peck
Perish Song
Pluck
Sky Attack
Water Pulse
Wing attack
As you may have noticed, most of these attacks are flying type, and can be rendered useless with the use of Gravity attack. An easy way of remembering the general rule to CFA's, if it's a pulse, it should reach.
This concludes my first entry about Double and Triple battles.
Next entry I shall expand on the field dynamics of Doubles and Triples, and start on important abilities for Doubles and Triples.
Stay tuned! :D