Record earnings rather than guessing from balance
Use the reward actually credited to the Lab currency you are planning to spend. A balance difference is only a clean substitute when no purchase, other reward or adjustment happened between the two observations.
Suppose an invented example starts at 500, a run credits 200 and a purchase costs 150. The new balance is 550, but the run earned 200 rather than 50. If you record only the balance increase, you underestimate earnings. If the game’s result is uncertain, resolve the amount before calling it a measured sample.
Keep the sample comparable
Choose a set of runs with similar mode, difficulty where offered, partner, major upgrades and version. The purpose is to make the past sample relevant to the next attempt. It does not need to be a laboratory experiment to be more useful than a guessed average.
Include an ordinary failed attempt if it belongs to the same conditions. An actual reward of zero is a data point. Leaving out every weak run makes the estimate describe an unusually successful session rather than the effort you usually face.
In the v0.7.1 Classic menu, Hard shows ×1.75 Stardust and Nightmare ×2.5. Record the difficulty with the run; those multipliers are not measured earnings per minute and should not be mixed into one unlabeled sample.
| Record | Why it matters |
|---|---|
| Actual credited Stardust | Defines the reward being estimated. |
| Minutes for that run | Makes effort comparable across different run lengths. |
| Mode and major conditions | Helps you avoid blending unrelated situations. |
| Version or a dated note | Lets you restart the sample after meaningful changes. |
Use the right average for the question
For a runs-needed scenario, add the rewards and divide by the number of recorded runs. Divide your remaining deficit by that mean and round up. If the budget is already covered, no additional runs are needed for the entered goal.
For an observed reward-per-minute rate, divide total rewards by total recorded minutes. Do not take an unweighted average of individual per-minute rates when the runs have different lengths. For a time estimate from average run length, every run in the selected reward sample needs a corresponding positive duration.
Interpret the result as a scenario
A small sample can move sharply after one unusually strong or weak attempt. The output is a planning estimate that assumes future attempts resemble the recorded ones. A historical high and low describe your sample; they are not guaranteed bounds on the future.
After a major Lab purchase or patch, keep the old observations as notes and start a fresh set for the new conditions. A damage increase does not automatically imply the same percentage increase in Stardust. Let completed results show the change.
Turn PokeBonk Stardust per minute into a useful sample
Record Stardust actually credited after each comparable PokeBonk run, including ordinary attempts that earn zero. Label Classic difficulty, Survival runs and different versions separately. For Stardust per minute, divide total sample reward by total sample minutes. Use the average to explore a PokeBonk budget scenario, then refresh the sample when a major upgrade or update changes the conditions you are measuring.
Frequently asked questions
What happens if all recorded rewards are zero?
A positive remaining deficit cannot be converted into a finite runs-needed estimate from a zero average. The budget is still useful; collect confirmed positive earnings before estimating effort.
Is this a fastest Stardust farming route?
No. It is a method for measuring your own comparable results. No tested universal farming rate or best mode is claimed.
How do I calculate PokeBonk Stardust per minute?
Divide total credited Stardust by total minutes across comparable recorded runs. Include zero-reward attempts and give every selected run a valid duration.
Sources & research notes
The sources below distinguish our menu observations, original announcements, community reports and browser documentation. Check the version and scope before applying a value to your run.
- PokeBonk v0.7.1 — directly observed English menusOriginal project
Fresh Guest, zero completed runs and no purchases. Read starter passives, default keys, touch settings, 19 first-level Lab prices, the visible item pool, Squirtle’s move panel and mode preparation screens. Screenshots appear alongside the relevant guide sections. Combat outcomes, later-level prices and real-device touch performance were not tested.