The Elite Four must be battled consecutively, with breaks to the Pokémon Center prohibited. Trainers are unable to go back or return to previous rooms. The only way to open the door and progress through each room is to defeat the Elite Four member of that room. Each member of the Elite Four is stronger than the previous member, and like Gym Leaders, each specializes in a different type.
The ultimate goal of Trainers!RBYFRLG or The Ultimate Goal for Trainers!GSCHGSS and The highest Pokémon authority! [non-Japanese Generations I and III only] (Japanese, all generations: ポケモン トレーナーの ちょうてん！The Pokémon Trainer's zenith! and ポケモンの さいこう きかんThe highest organization on Pokémon).
Indigo Plateau in Generation IV
In the games, Indigo Plateau is depicted as a large building surrounded by mountainous areas. Indigo Plateau area changes in every generation, however in every generation there is a small area at the entrance that connects the exit of Victory Road to Indigo Plateau.
In Generation I, there is a narrow passageway, where giant statues act as barriers that lead to the entrance.
In Generation II, the area between Victory Road and Indigo Plateau is shorter and wider, and the statues have been removed only to be replaced by trees.
In Generation III, there is a flight of stairs that leads up to Indigo Plateau from Route 23, with a small area outside the entrance with a couple of giant statues.
In Generation IV, the pathway is the same as Generation II, but much fancier. There are two archways each with a small set of stairs above them and Poké Ball statues that appear left and right across the path. The trees on both sides of the path can be Headbutted, but they do not contain any wild Pokémon.
In Generation VII, the exterior is highly similar to how it was in Generation III, with several big statues standing on both sides of a flight of stairs, accompanied by multiple lush trees.
On the ground floor is a combined Poké Mart and Pokémon Center. This is the last safe stop before Trainers make their way up to the upper floors, therefore, Trainers can purchase and stock up on items, as well as heal their Pokémon before leaving. There are a number of things a player can do on this floor. A Pokémon Center Nurse heals all status conditions, recharges HP and PP of all party Pokémon, free of charge. The nurse is located at the main counter just as the player enters Indigo Plateau. It also hosts the Cable Club and the Union Room, which facilitates multiplayer gameplay and link players to battle and trade one another. Trainers also have access to a PC. Trainers can also buy items from the Poké Mart. The Poké Mart stocks rare items that can only be found in Indigo Plateau.
In Generation II, the layout of the ground floor is slightly modified, with the Cable Club and the Union Room relocated upstairs. The PC is now located in the middle of the room, while the nurse is located on the left of it, and the Poké Mart is located on the right of it. There is also an old man standing near the counter that will ask the player if they miss their home, and will use an Abra to Teleport the Trainer back to New Bark Town. He offers this because the Trainer cannot Fly to Johto from the Indigo Plateau. He will disappear after the player defeats the Elite Four and Champion for the first time.
In Generation III, the ground floor is similar to the ground floor in Generation I, however, the Cable Club and the Union Room are relocated upstairs. There are a couple of Trainers waiting or resting from training in Victory Road.
In Generation IV, the ground floor is revamped with a regal red motif with stairs in the center covered in a red carpet. Like the Pokémon Centers in HeartGold and SoulSilver, the wireless facilities are located in the same room as the nurse, one flight of stairs above. To the right of the nurse is the Poké Mart and the stairs to the Wi-Fi Club. The man with an Abra is still there, but he won't Teleport the player, saying that intimidated Trainers just Fly back home; in HeartGold and SoulSilver, the player can Fly to any Fly destination in either region from outside the building. To the right of the Abra man is a terminal where the player can compare records with other players that have been contacted wirelessly, similar to the rooms in Jubilife TV.
In Generation VII, the ground floor is a big hall with a mainly golden color scheme, and houses no other features besides the Pokémon Center and the Poké Mart. Like in Generation IV, a red carpet is laid on the floor, stretching from the front door to the entrance to the Elite Four's domain. On the west side of the hall is Madame Memorial, who can teach a Pokémon any of its level-up moves at the cost of one Heart Scale per taught move. Next to the Poké Mart counter is a Super Nerd, who offers to trade the player an Alolan Exeggutor for a Kantonian Exeggutor as many times as they like. After the player has defeated the Pokémon League, a Poké Maniac appears in the hall, selling the player all the Kanto Pokémon Mega Stones for 30,000 each, excluding the starter and Mewtwo Mega Stones.
Once Trainers climb the first staircase, they will reach the first room, and upon entering the door will lock so they are unable to return. The door to the second room is also locked and the only way to open the door and progress through each room is to defeat the Elite Four member of that room.
In Generation I, III, and VII, Lorelei is in control of this room, thus is the first member of the Elite Four that must be defeated. In Generation II and IV, Will is the Elite Four Member present.
In Generation I, her room is filled with water, with a small bridge connecting the entrance to the battle area—the player can even Surf on it and fish in the water, although wild Pokémon can only be encountered by fishing. In Generation III, her room contains ice pillars instead, and does not have any water.
In Generation II, the room is filled with a pool of ice, with a small bridge connecting the entrance to the battle area, where Will is standing.
In Generation III, Lorelei's room is a plain room with six large statues of ice surrounding the battle arena.
In Generation IV, the room has a purple tiled floor, with floating transparent cubes bobbing around the room, rising seemingly from a black pit. The shape of the room is reminiscent of Generation I.
In Generation VII, Lorelei's room now sports an icy blue color scheme, with cold vapor floating in the air and six stylized ice pillars surrounding the battlefield. Lorelei herself is seen sitting on her Lapras, waiting for the next challenger to arrive.
The second room can be accessed after defeating the Elite Four member of the previous room. Like the room before it, the doors to other rooms will lock so Trainers are unable to return or advance forward.
In Generation I, III, and VII, Bruno is the owner of this room, and has designed it according to his Fighting-type specialties. The room is full of giant boulders that surround the battlefield, and a Pokémon statue in the corner.
In Generation II, Bruno, the former owner of the room has been replaced by Koga, the former Gym Leader, still using his signature Poison-type Pokémon. The room has been redesigned and customized to meet the needs of his Poison Pokémon, which now has a grassy floor with many trees towering over the area.
In Generation III, Bruno's room changes from the rocky environment it was to a plain room with six large statues of stone surrounding the battle arena.
In Generation IV, Koga once again claims this room. The room is shaped much like his Generation II room. The floor is covered in grass, but this time Koga stands in the middle of a large rectangle of stone. The sides of the room show the shadows of trees. The stone and wall supports are adorned with moss.
In Generation VII, Bruno's room sports a light brown color scheme, with six stylized stone pillars standing around the battlefield. A bright light is shining into the room, shining off the floor and walls.
The third room can be accessed after defeating the Elite Four member of the previous room. Like the room before it, the doors to other rooms will lock so Trainers are unable to return or advance forward.
In Generation I, III, and VII, Agatha is the owner of this room, and has designed it according to her own Ghost-type specialties. The room is full of giant gravestones that surround the battlefield. There are gravestones on both sides of the battling arena, and a Pokémon statue in the bottom left-hand corner.
In Generation II, Agatha, the former owner of the room has been replaced by Bruno, the former owner of the second room, who has been promoted and has now taken her place, still using his signature Fighting-type Pokémon. The room has been redesigned and customized now with pools of lava bubbling left and right of the battle arena. There is a narrow bridge connected to the battling arena where Bruno stands waiting for battle.
In Generation III, Agatha's room changes from the eerie environment with gravestones to a plain room with six large statues surrounding the battle arena.
In Generation IV, Bruno has this room, and it once again is roughly the shape of his Generation II room. The pit is once again filled with lava, but two large tubs line the side of the room, giving it an industrial feel.
In Generation VII, Agatha's room has a dark color scheme, with moss growing in between the purple floor tiles. The battlefield is surrounded by six dark, stylized pillars, each of them housing what seems like a will-o'-the-wisp, giving off an eerie blue light.
The fourth room can be accessed after defeating the Elite Four member of the previous room. However, unlike the previous rooms before it, once a Trainer advances through the doors to the fourth room, they will automatically travel through the room to face off with the final Elite Four member. As such, it would be wise for Trainers to prepare for the final Elite Four member before they enter the fourth room. This will only happen in Generation I and III, however. In Generation II and IV, the Trainer will advance to the fourth room normally.
In Generation I and III, the room enters in a long, narrow pathway that curves around in a sideways 'S' shape. The pathway will end in with a battle arena where Lance will be standing. There are many Pokémon statues surrounding the battle arena, but these are moved to the pathway in Generation III, and the main battle arena is surrounded by six large fang-shaped statues.
In Generation II, Karen is the current owner of the fourth room, and it is like any other room within the Elite Four. The room has been redesigned and customized now with a deep, dark pit left and right of the battle arena. There is a narrow bridge connected to the batting arena where Karen stands waiting for battle.
In Generation IV, Karen has this room again. The room is shaped like her old Generation II room. The pit, however, is now filled with blue crystals. The floor is purple with a star pattern and stage curtains are hung behind Karen, corresponding with the movie star look of Karen in this generation.
In Generation VII, although the room is once again housed by Lance, there is no pathway leading up to it, unlike in the previous games where he owns the room. The room has turquoise floor tiles and golden walls. The six pillars standing around the battlefield have a dragon scale pattern on them and four declarations shaped like a dragon's fang at each of their bases. Lance, who is waiting for new challengers at the end of the room, is accompanied by his Dragonite standing next to him.
Generation II (Gold/Silver)
Generation II (Crystal)
Once a Trainer defeats the final member of the Elite Four, they will go on to the Champion's room. The current Champion awaits in his room for the final battle to unfold. Like the previous four rooms, the Champion's room will automatically direct the Trainer to the Champion.
In Generation II and IV, the Champion is Lance, formerly the fourth Elite Four member, who continues to use Dragon-type Pokémon. The room has a long hall decorated with Dratini statues (regular statues in Gold and Silver) left and right of the path. At the end of the hall, the player reaches an elevated part of the room where Lance awaits. Behind him are double doors that lead to the Hall of Fame. In Generation IV, this room is gold-colored, with a red carpet going down the middle and moving gears on the walls.
Once the Champion is defeated, there is a great congratulations and the victor will be recorded in the Hall of Fame and made current Champion. The Hall of Fame is a record kept by the Pokémon League of all the Pokémon Trainers who have ever defeated the Pokémon League. In the hallway to the Hall of Fame recording room, Professor Oak is present to congratulate the player. It is a fairly large room that only contains a large computer. The Hall of Fame will record the Trainer's ID number, name, and party. For each Pokémon of the player's party, the species, name, gender, level, and area met are recorded; the gender is not recorded prior to Generation II and the area met is not recorded prior to Generation III.
After becoming Champion, the player returns home, rather than staying at the Pokémon League to fight challengers. Prior to Generation VII, the previous Champion keeps his position. In Let's Go, Pikachu! and Let's Go, Eevee!, however, the player keeps the title of Champion, and Trace challenges them to retake his title at the end of the gauntlet.
In Generation VII, the player can fight Red outside the Pokémon League building if they have defeated at least six Master Trainers and have six Pokémon in their party. Like during all Master Trainer battles, the player isn't allowed to use items from their Bag during this battle. After being defeated, Red will grant the player the title of Battle Master before leaving, though he will reappear for a rematch each time the player enters the Hall of Fame.