Pokémon GO: how to plan a walk that is actually worth taking
The difference between an hour that fills your bag and an hour that fills your storage with junk is almost entirely route planning. A repeatable method for both.
- iPhone
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- Android
Pokémon GO is the only game we cover where the main cost is not money or attention but shoe leather. That makes planning worth more here than anywhere else: an unplanned hour and a planned hour cover the same distance and produce wildly different results.
Loops beat lines
The single biggest improvement available to most players is routing in a circle rather than out-and-back.
A loop lets you stop at any point and be roughly a known distance from home. An out-and-back commits you to the return leg whether or not it is still going well, and the return leg is walking ground you have already spun. Half your walk, structurally wasted.
Decide what the walk is for before you leave
This sounds obvious and almost nobody does it. The three common goals want genuinely different routes, and trying to do all three is how you come home having half-done each.
- Collecting items
- Maximise stop density and ignore everything else. A tight loop through a park with clustered markers, walked twice, beats a scenic route every time.
- Hatching
- Distance is the only thing that counts, so route for continuous walking rather than stopping. A long uninterrupted path is ideal — and this is the one goal where the boring main road actually wins.
- Catching
- You want somewhere with sustained spawn activity and somewhere to sit. Fewer steps, more patience, and considerably more Poké Balls than you think.
The five-minute preparation
Clear storage first
Both kinds. Full item storage means every stop you spin gives you nothing, and full Pokémon storage means the good catch you were walking for has nowhere to go. Doing this on the move is miserable and slow.
Check your egg situation
Incubators and free space are decided before you leave or not at all. There is nothing more annoying than finishing a long walk and realising nothing was cooking.
Charge, and take a bank
This is the game where the session ends when the phone does. A power bank you have actually tested with your own cable, not one you assume works.
Pick your bail-out point
Know where the halfway mark is. Deciding to cut a walk short is much easier when you planned where you could.
Battery, briefly
- The in-game battery saver exists and is worth having on for anything over half an hour.
- Screen brightness outdoors is the biggest controllable drain, and the exact thing you will be tempted to raise.
- Heat is the hidden cost on a sunny day — a hot phone throttles and drains faster. A pocket between stops beats a hand in direct sun.
Build two routes and stop thinking about it
One short loop near home for a spare twenty minutes, one longer one for a proper session. Two routes you know cold beat endless optimisation, because the route you actually walk is worth more than the one you keep meaning to try.
Looking up the specifics
What is worth walking for changes constantly — which Pokémon are appearing, which are worth the resources, what a given move set is actually good for. Pokémonism (opens in a new tab) maintains that reference data across the Pokémon games, which is the right place for anything that changes weekly.
The route method above does not change. Look up the rest before you set off.
How we worked this out
A planning method built from how the game's core loop works — stops, eggs, incubation and storage. Nothing here describes a current event, spawn or bonus, because those change weekly and would date the article immediately.
Sources
- Pokémon GO — official site (opens in a new tab) (accessed )
Written by
PhonePlayers Editorial Team
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