The Pokémon League (Japanese: ポケモンリーグPokémon League) of Unova is the location of the region's Elite Four, who may only be challenged after defeating all eight Unova Gym Leaders. It is located on a large hill at the central northern tip of Unova and connected to Victory Road, which requires traveling through a mountain to reach the entrance.
In Pokémon Black and White, reaching the Pokémon League requires passing through the Badge Check Gates located at the end of Route 10 by showing all eight Unova Gym Badges. After showing the eighth Badge, the player must traverse Unova's original Victory Road, which is carved in the side of a mountain. Once through, the player will make their way through a crevice and reach the League. Housed on a pedestal are four stairways leading to the different Elite Four members: the first door on the left leading to Shauntal, the next door leading to Grimsley, the third door leading to Caitlin and the last door ending on the right leading to Marshal. To the left of the pedestal is a doorway leading to the League's Pokémon Center and Poké Mart. After beating the four members, the player can face the Champion, Alder, in the temple behind the castle that houses the Elite Four.
Unlike previous groups of Elite Four, the Unova Elite Four can be challenged in any order. Once one is defeated, a warp tile activates which can then transport the player back to the main room.
In the center of the Pokémon League is a statue that lists each of the Elite Four members and the locations of their rooms. After defeating each Elite Four member, a blue light will glow in front of the doorway to their room. After defeating all of the Elite Four members, the ring around the statue will glow blue. If the statue is interacted with at this point, it will act as an elevator and lower the player to the courtyard below. This courtyard leads to an enormous staircase, leading to the Champion's room in a temple at the summit.
In Black and White, Shauntal's room is modeled after a haunted house. It is a giant cylindrical room with a large structure in the middle made out of wooden bookcases. The back of the room is made up of windows portraying a thunderstorm. Upon reaching the edge of the platform, two will-o-wisps will carry the Trainer around the winding staircase and drop the player at the top. Here Shauntal awaits challengers.
In Black 2 and White 2, the player ascends a staircase lit by purple flames to find Shauntal on a circular platform surrounded by stacks of books and ringed by bookcases in the background. Purple flames hover around the stacks of books, moving them back and forth. As the player approaches, the flames vanish and the books scatter to the ground, followed by a lantern with a purple flame lighting up to re-illuminate the room and moving behind Shauntal.
In Black and White, Marshal's room is modeled after a wrestling ring with a cage overhead. His room is cylindrical with a large structure in the middle made out of mechanical pieces. The back of the room is shadowed down without lighting. Upon reaching the edge of the platform and stepping onto another platform, the platform will lift the player up around the winding pathway to the wrestling ring. Once there, lights will turn on and flash about, and then the player may challenge Marshal.
In Black 2 and White 2, Marshal's room is ringed by a large circular cage, half of which unlocks and flings open as the player enters below. A walkway rises to form a staircase up to a platform shaped like the lower half of a Poké Ball. As the player reaches the top of the stairs, Marshal descends on a platform shaped like a Poké Ball's top half to complete the design.
In Black and White, Grimsley's room is also cylindrical with a large structure in the middle. The room is somewhat of an elegant ballroom, reminiscent of vampire castles and 1800s Eastern European design. This chamber is dominated by shades of deep crimson and black, while torches light the room up and an elaborate chandelier hangs from above the battlefield. Upon reaching the edge of the platform, the player can walk onto a platform which will take the player and lift them up around the winding staircase. Once the player makes their way to the top, they will find Grimsley waiting for them.
In Black 2 and White 2, the stairs to Grimsley's platform are lined with red and black, talon-like features that block the way, then lift out of the way to let the player pass and close again behind them. Grimsley's platform hangs from the walls by chains and is again lit by torches and a chandelier, with a sofa behind Grimsley.
In Black and White, Caitlin's room as well is large and cylindrical, this time with a large empty space in the middle. The back of the room is made up of a void where stars can be seen with meteors periodically showering down. Upon reaching the edge of the platform, psychic energy will engulf the Trainer and lift them up to a platform with a canopied bed set on it. Upon landing on the platform, the curtains will open, and Caitlin will get out of her bed and walk toward the player for a battle.
In Black 2 and White 2, the player climbs a black staircase lit with glowing specks of light to find a giant white rose blossom hovering over a platform, giving off sparkles of light. As the player approaches the rose opens to reveal Caitlin and vanishes, leaving her to slowly float to the ground.