Some of this information has probably been said before, but just to be thorough with notes:
-Pokemon levels in Battle Subway will be scaled upwards to 50 if below, in addition to being dropped to 50 if above. So no more Lv1 Endeavor Trick Room teams.
-There are 4 modes, Single, Double, Multi, and Wi-Fi. No Triple or Rotation battles. They probably didn't want to make a Battle Subway mode for the new and untested modes of battling.
-There are two trains types for each mode (except Wi-Fi Train), Normal, and Super train. Normal train only goes up to 21 battles where you fight the Subway Boss, and afterwards it resets back to the first battle, you need to go through the Normal train once before it allows you to go to the Super Train.
-Battle Records are stored in the VS Recorder, instead of a computer screen beside a counter
-Opponent Abilities seem to still be random, So you still get stuff like Effect Spore Breloom + Toxic Orb on Subseeding Breloom 4 in the Subway
-Dream World abilities are not used by the CPU (Some will in Wi-Fi Train)
-After battle 21 (normal and super), there is a person on the far left of the train platform that will give you a PP Up, he will give you one everytime you reach this point in the Battle Subway.
-After battle 28, there is a person on the train platform that will give you a Rare Candy.
-After battle 105, there is a person on the train platform that will give you a Lansat Berry.
-Ties do not always result in your loss. It now depends on which Pokemon faints last, the team with the Pokemon that faints last wins.
Example situations include:
Perish Song: The slowest Pokemon will faint last
Recoil Attacks: Recoil is dealt after the opponent faints
Life Orb: Damage is dealt after the opponent faints
SelfDestruct/Explosion/Final Gambit: User faints before damage is dealt
Destiny Bond: User faints before the opponent faints
Rough Skin/Rocky Helmet: Attacker takes damage from Ability/Item before the Attacked Pokemon faints
Sandstorm/Hail: Slowest Pokemon faints last
Battle Points obtained:
1st round: 3BP
2nd round: 3BP
3rd round: 10BP
1st round: 5BP
2nd round: 6BP
3rd round: 7BP
4th round: 8BP
5th round: 9BP
6th round: 10BP
7th round: 30BP
8th round onward: 10BP
CPU AI Info:
-The CPU still knows what your Pokemon's ability is before you act, with the exception of Illusion. So they will always be able to tell what your Bronzong's ability is, but will not necessarily know that you have a Zoroark out.
-The CPU will often switch if they are locked into a non-damaging move or immune'd attack by a Choice Item. They will not switch out if they are still doing damage, even if the damage dealt is miniscule.
-----They will not necessarily switch out immediately after being locked to a non-damaging move. Sometimes they stick around for a few turns.
-----They usually need to attack first before they will try to switch out, so if they lead with Porygon-Z #2 against a Gengar, they will often still try Hyper Beam once before trying to switch. I think turn one switch out is still possible but I can't remember for certain.
-The CPU AI will go for a kill if they can as usual, but with a few slight differences which mostly relate to double battles.
----If the only move they can use to KO one of your Pokemon will also damage their ally, they WILL use it at their ally's expense. This can lead to humerous enemy turns where their first Pokemon uses Dig, and their second uses Earthquake KOing the first.
----If they have multiple moves that can KO one of your Pokemon, they tend to prefer using moves that are Super Effective, or multi-targetted, and avoid using moves that damage their ally. But as stated previously, they aren't adverse to using attacks that damage their ally in order to KO one of your Pokemon.
----One of the few exceptions to going for the kill is when they have Trick and a Choice Item. They will often use trick instead (but not always)
-The CPU learned how to use Sucker Punch. They also are less reluctant to use SuperPower.
----They seem less able to use moves like Gyro Ball, and Multi-Hit moves like Gear Grind and Rock Blast
----They seem to never use Final Gambit
Trainers you face:
-You fight a selection from the first 110 trainers on the Normal Subway
-You face the remaining 190 in the Super Subway
-Beyond Battle 49, you face trainer #201-300, all their Pokemon will have IV31 in their stats
Trainer 1-6: #1-50
Trainer 7: #51-70
Trainer 8-13: #1-70
Trainer 14: #71-110
Trainer 15-20: #51-110
Trainer 21 - Subway Boss
Trainers 1-6: #111-160
Trainer 7: #161-180
Trainer 8-13: #111-180
Trainer 14: #181-200
Trainer 15-20: #161-200
Trainer 21: #201-220
Trainer 22-27: #181-220
Trainer 28: #221-300
Trainer 29-48: #201-300
Trainer 49: Subway Boss
Trainer 50+: #201-300
Trainer #1-50: 1-66
Trainer #51-70: 67-132
Trainer #71-110: 133-208
Trainer #111-160: 209-383
Trainer #161-180: 384-558
Trainer #181-200: 559-733
Trainer #201-220: 734-908
Trainer #221-300: 209-988
Pokemon Numbers refer to:
-There is an all time low on Hax items this time around, made up by an increase in Focus Sash, Life Orb, and Choice Items
-There are also much fewer Evasion Spammers and OHKO users in the list, but more Pokemon with Multi-Target moves like Rock Slide, and with Protect
-The speed range of Pokemon in the Subway is very wide, between the use of Choice Scarves and Iron Balls on many Pokemon it can make things difficult for a straight up sweep
-No more QC Metagross, or QC Rhydon. In fact, no more Rhydon.
Stuff for Trick Users to take note of?
-As there are a lot more Pokemon with Iron Ball, there are also a lot more Pokemon with Fling (19 now vs 6 before )
-36 Pokemon with Taunt vs. 5 you could face against in HG/SS Tower
-----Two of them, Thundurus 4, and Tornadus 4, have Priority on Taunt
-There are a couple Pokemon that have Whirlwind/Roar that also have Sturdy as an ability:
-----Aggron 1, Skarmory 1,2,4, Bastiodon 2, Donphan 2, Houndoom 2 (Has a Focus Sash)
-35 Pokemon with U-Turn/Volt Switch, vs 10 you could face in HG/SS Tower
Here are my Single and Double record so far. Nothing too great here yet.
Battle Subway Single Record: 109
Gengar @ Focus Sash
Nature: Timid (+Spd, -Atk)
EVs: 6HP, 252SpA, 252Spd
Blissey @ Leftovers
Trait: Natural Cure
Nature: Bold (+Def, -Atk)
EVs: 252HP, 252Def, 6SpD
Froslass @ Choice Scarf
Trait: Snow Cloak
Nature: Timid (+Spd, -Atk)
EVs: 4HP, 252SpA, 252Spd
Pretty much my team way back from DP. It doesn't work so well anymore. I changed Taunt to Trick but it didn't make too much of a difference. Basic strategy is use Counter/Blissey to gain a Pokemon advantage on the CPU then spam Destiny Bond until you win. Techno Life Orb Bullet Punch Scizor 3 wrecks the team pretty badly. Klinklang 3 also hurts this team with Shift Gears which makes it faster than Scarf Froslass and Gear Grind which bypasses Focus Sash.
Battle Subway Double Record: 113
Typhlosion @ Life Orb
Nature: Modest (+Sp.A, -Atk)
EVs: 4Def, 252Sp.Atk, 254Spd
Whimsicott @ Lum Berry
Nature: Careful (+Sp.D, -Sp.A)
EVs: 252HP, 116Def, 142Sp.Def
Garchomp @ Choice Band
Nature: Jolly (+Spd, -Sp.A)
EVs: 6HP, 252Atk, 252Spd
Honchkrow @ Flying Gem
Nature: Adamant (+Atk, -Sp.A)
EVs: 8 HP, 252Atk, 250Spd
A new team because GameFreak banned my old one. RIP Bronzong and Lv2 Togekiss. You served me well over the years. This team didn't work as well as I initially thought it would. It's a pretty straight forward Tailwind + Eruption team. It does badly against Legendary Pokemon trainers since they have tons of bulky fire resistant Pokemon that can really hurt Garchomp and Honchkrow. Sturdy being everywhere also reduced my ability to wipe out the opponent team with Eruption.