Battler Sprites
It is important to know that the Elite Battle System uses a different convention of formatting sprites as opposed to vanilla Essentials. First off; your sprites can either be set up in a sprite sheet and you can have them animated, or they can simply be single frame sprites to make them appear static on screen. On top of that, it is important to know that EBS handles all the scaling of the various sprites (both the baseline and then the zooms for the dynamic motion) automatically through the newly written Bitmap Wrapper. This means that you don’t have zoom your sprites to the default upscaled 200% resolution that vanilla Essentials enforces. Another crucial part to keep in mind when making sprites is that the width and height of each individual frame of the sprite must be the same; in other words, each frame has to be a square. EBS has to somehow calculate the number of frames you have in your individual sprite sheets, and it does so by dividing the width of the entire sheet, by its height. To further illustrate this concept, see the graphic below:

Alternatively, if you want your sprites to be resized but don't want to have to go through each sprite manually, you can do so by adjusting the appropriate configuration constants. You can also easily position sprites using the Sprite Positioner.
Sprite Directories
As usual, you can find the EBS battler sprites in your
- Front sprites go in the Graphics/Battlers/Front/ directory, with an additional directory for Female versions of the sprites
- Back sprites go in the Graphics/Battlers/Back/ directory, with an additional directory for Female versions of the sprites
- Shiny front sprites go in the Graphics/Battlers/FrontShiny/ directory, with an additional directory for Female versions of the sprites
- Shiny back sprites go in the Graphics/Battlers/BackShiny/ directory, with an additional directory for Female versions of the sprites
Keep in mind that all sprite naming is in XXX.png or XXX_Y.png (for forms) naming conventions. Do not append b for back sprites, s for shiny sprites or f for female sprites to the sprite names. They should all be named to their base XXX_Y.png formatting and put into the appropriate directories instead of being named in the usual Essentials convention.
In-battle Trainer Dialogue
Since the system allows for in-battle trainer dialogue and BGM changes; if you'd like to use this feature you would need to turn the endspeech of the Trainers into an array, where the first field will be the speech after losing, second the speech during battle, and third (optional) the BGM filename that will be played. Here is an example of how to use it:
pbTrainerBattle(PBTrainers::RIVAL1,"Test",["Not too shabby","It's not over yet!","final_battle.ogg"],false)
Sun/Moon VS Sequences
Follow the guide as shown in this video to learn how to configure your Sun/Moon styled VS sequences.