Pokémon GO cooldown calculator & chart
After every long teleport you have to wait before acting again, or the action simply fails. Work out the wait for your exact jump, or read it off the full chart.
Enter a distance above to calculate your cooldown.
Two ways in: type the distance if you already know it, or paste both sets of coordinates and the calculator measures the straight line between them for you. It uses the same curve as the chart below and rounds up, so the number it gives you is safe to act on.
The short version
Cooldown is the wait Niantic enforces between two in-game actions, scaled to the straight-line distance between where you last acted and where you want to act next. 10 km costs 8 minutes, 100 km costs 30 minutes, 500 km costs 1 hour 4 minutes, and anything past roughly 1,300 km is the flat 120-minute maximum. If you haven't taken an action in the last 2 hours, you have no cooldown to serve at all.
Full cooldown chart
Distance is measured in a straight line between the two actions. Values below the exact figure are never safe — round up, never down. Need the number for one specific jump rather than the nearest row? The calculator above gives it to the minute.
| Distance | Cooldown | In hours |
|---|---|---|
| 1 km | 1 min | — |
| 2 km | 2 min | — |
| 3 km | 2 min | — |
| 4 km | 6 min | — |
| 5 km | 6 min | — |
| 6 km | 7 min | — |
| 8 km | 8 min | — |
| 10 km | 8 min | — |
| 12 km | 9 min | — |
| 15 km | 11 min | — |
| 20 km | 13 min | — |
| 25 km | 15 min | — |
| 30 km | 18 min | — |
| 40 km | 22 min | — |
| 50 km | 24 min | — |
| 60 km | 25 min | — |
| 70 km | 26 min | — |
| 80 km | 27 min | — |
| 90 km | 28 min | — |
| 100 km | 30 min | — |
| 125 km | 33 min | — |
| 150 km | 36 min | — |
| 200 km | 42 min | — |
| 250 km | 46 min | — |
| 300 km | 50 min | — |
| 400 km | 56 min | — |
| 500 km | 64 min | 1 hr 4 min |
| 600 km | 72 min | 1 hr 12 min |
| 700 km | 79 min | 1 hr 19 min |
| 800 km | 86 min | 1 hr 26 min |
| 900 km | 93 min | 1 hr 33 min |
| 1,000 km | 100 min | 1 hr 40 min |
| 1,100 km | 108 min | 1 hr 48 min |
| 1,200 km | 115 min | 1 hr 55 min |
| 1,300 km+Maximum — any longer teleport is the same wait | 120 min | 2 hr |
How to read the chart
- Round up, never down. If your jump is 620 km, use the 700 km row. The chart is the floor of what's safe, not the average.
- The clock starts at your last action, not when you teleport. Land, wait out the timer, then act.
- Nothing past 1,300 km costs more. A jump from London to Tokyo and a jump from London to Cairo both cap at 120 minutes, so long-haul snipes are cheaper per kilometre than a string of medium ones.
- Two hours idle resets everything. If your last catch, spin or gym interaction was more than 2 hours ago, you can act anywhere immediately.
- Cooldowns don't stack. Taking another triggering action while you're already serving one doesn't restart the timer.
What cooldown actually is
Pokémon GO is a location game, so the server sanity-checks how fast your account moves. When two actions come from places further apart than a human could plausibly travel in the time between them, the game doesn't reject the location — it makes the second action fail. The gap it wants you to leave is the cooldown, and it scales with distance along the curve in the table above.
The distance used is the great-circle distance between the two points: the straight line over the surface of the Earth. Your route, your speed and the number of hops you made in between don't matter — only where you last acted and where you act next. That is why the calculator only ever asks for two coordinates.
What happens if you ignore it
Acting early doesn't ban your account — it makes the game quietly refuse you. This is what players mean by a “soft ban”, and the symptoms are consistent:
- Wild Pokémon flee on the first ball, every time
- Pokéstops spin but drop no items, or return “Try Again”
- Raid balls refuse to land, so the catch phase is wasted
- Gym feeds and gym placements bounce
It clears on its own the moment the cooldown finishes — but every failed action while you wait is a wasted encounter, and repeatedly hammering the servers from impossible locations is exactly the behaviour that draws attention. Respecting the chart is the simplest way to keep an account healthy; it's why we put the calculator in front of every new member before they take their first coordinate. If the damage is already done, the soft ban guide covers how to tell one from a real warning and how to sit it out.
Actions that will trigger a cooldown
- Catching a wild Pokémon — including Incense, Lure, Special Lure and Mystery Box spawns
- Dropping a ball on any encounter screen, wild or raid, even if the Pokémon flees
- Spinning a Pokéstop or gym disc — including a “Bag is Full” or “Try Again” spin
- Placing a Pokémon in a gym
- Feeding a gym defender inside your screen radar (remote feeding counts if the gym is in radar)
- Gym battles
- A Pokémon fleeing because you hit the catch limit
- Using a Gotcha or auto-catcher device to spin or catch
None of these re-trigger or extend a cooldown you're already serving — they only start one when you're clear.
Actions that won't trigger a cooldown
- Teleporting itself — moving your location is never the trigger
- Encountering a wild Pokémon without throwing anything
- Remote berry feeding from outside the screen radar
- Autowalk, as long as you don't spin or catch
- Hatching eggs
- Claiming quest, research and weekly rewards
- Catching a quest-reward Pokémon
- Speed raids — back-to-back raids, provided your last cooldown already finished
- Sending or opening gifts
- Evolving, powering up, trading or transferring Pokémon
- Taking snapshots
- Changing your buddy or gaining buddy candy
- Using items — potions, revives, evolution items, TMs
- Spending stardust or candy on a second charged move
- Using an Incense, Lucky Egg or Star Piece
- Deleting items from storage
- PvP battles and team-leader battles
- Placing a Lure or Special Lure on a Pokéstop
- Buying coins or shop items
- Changing your avatar or clothes
- Transferring a Pokémon to Nintendo Switch or Pokémon HOME (the Mystery Box trick)
- Claiming a free raid pass from an active gym
- Photobomb catches — Smeargle, Party Hat Pikachu and friends
- Dropping a ball on the ground while you're already on a cooldown
The short version of both lists also lives in the cooldown FAQ, alongside the rest of the safety questions new members ask.
Three ways to spend the wait
Camping. Teleport to the spawn, tap the Pokémon and stay on the encounter screen without throwing a ball or a berry. It won't flee while you do nothing, so you can sit there until the timer runs out and then throw. This is the standard way to take a coordinate that's about to despawn.
Speed raids. Raid battles themselves don't trigger a cooldown, so if you're already clear you can fight, hit “Run” without throwing a ball, and teleport straight to the next raid. Throw a single ball at the boss and you're back on the chart.
Lining up the next jump. A two-hour wait hurts far less when the following target is already chosen. Scroll the 100% IV feed while the timer runs, or set DM alerts for the handful of species you actually want so the next coordinate finds you instead. One jump into a busy area also costs a single cooldown where a dozen individual snipes would cost twelve.
Common questions
- How do I calculate the cooldown between two coordinates?
- Paste both sets of coordinates into the calculator at the top of this page. It measures the great-circle distance between them and returns the wait to the minute, using the same curve as the chart below. If you already know the distance, switch the calculator to kilometres instead.
- What is the Pokémon GO cooldown chart?
- It's the table of wait times Niantic enforces between two in-game actions, based on the straight-line distance between them. 10 km is about 8 minutes, 100 km about 30 minutes, 500 km about 1 hour 4 minutes, and anything past roughly 1,300 km is the 120-minute maximum.
- What is the maximum cooldown in Pokémon GO?
- 120 minutes — two hours. The curve reaches it at around 1,300 km, so a 1,300 km teleport and a 15,000 km teleport carry exactly the same wait.
- How is cooldown distance measured?
- As the great-circle (straight-line) distance between the place you last took an action and the place you want to act next. Your route, your speed and how many hops you made in between are irrelevant — only the two end points count.
- Do short teleports have a cooldown too?
- Yes, but a small one. Anything under 2 km is a single minute, 5 km costs 6 minutes and 20 km costs 13 minutes. The wait only becomes awkward past a few hundred kilometres, which is why city-sized hops cost you so little time.
- What happens if you ignore cooldown?
- The action fails rather than the account being banned outright: wild Pokémon flee immediately, Pokéstops give no items or return 'Try Again', raid balls won't land and gym interactions bounce. That failed-action state is what players call a soft ban, and it clears on its own once the cooldown finishes.
- Does teleporting itself trigger a cooldown?
- No. Only in-game actions start a cooldown — catching, spinning, gym interactions and dropping a ball on an encounter screen. You can teleport as much as you like; the timer starts the moment you act.
Cooldowns only matter if you have somewhere to jump
PokeXperience posts 6,000+ fresh 100% IV coordinates every hour across 55 countries. Every channel is visible to every member and free accounts get 10 coordinate reveals a day, with paid plans raising that cap — 134,000+ trainers since 2017. The one-tap iOS install needs no PC and no jailbreak.