Glossary
This glossary defines the Pokémon Sleep terms we use across NewRolly's Study Hall—help, frequency, subskills, spread, breakpoint, and others. Use it when you need a clear, concise definition without reading a full guide. We keep it updated so it stays a reliable reference.
Core mechanics
- Help
- One production cycle: your Pokémon either finds berries (for Snorlax), finds ingredients (for your bag), or triggers its main skill. The game rolls twice per help—once for berry vs ingredient, once for main skill. How often helps happen is your help frequency.
- Help frequency / frequency
- Time between each help (e.g. every 40 minutes). Important: The number shown on a Pokémon’s profile in-game is the minimum (0 energy). When your Pokémon has more energy, they help more often than that. So the profile number is the slowest case, not typical.
- Helps per day
- How many times a Pokémon helps in a full day. Depends on species (base frequency), level, energy, and subskills like Helping Speed S/M and Helping Bonus.
- Proc
- Community word for one help or one production. “Proc-ed” often means the main skill triggered. Berries and ingredients go to Snorlax or your bag; a skill proc stays “ready” until you tap the Pokémon to collect it.
- Specialty
- What a species excels at: Berry (2 berries per help; 3 with Berry Finding S), Ingredient (2× on first ingredient slot, more at L30/L60), or Skill (can hold 2 skill procs at once). Fixed per species; costumed variants can differ (e.g. Santa Pikachu = skill).
- Main skill
- The Pokémon’s special ability (e.g. Charge Strength S, Energy for Everyone). Triggered by a separate random roll each help. A few species change main skill on evolution (Eeveelutions, Kirlia)—the game may not warn you.
- Nature
- One stat up, one down (or neutral). Affects Speed of Help, Ingredient Finding, Main Skill Chance, Energy Recovery, or EXP. Rolled at catch; 25 options.
- Breakpoint
- A key level where something unlocks: subskill slots (10, 25, 50, 75, 100), ingredient slot 2 (L30), ingredient slot 3 (L60). We also score Pokémon at an “anchor” breakpoint (L50 for berry/skill, L60 for ingredient) to assign a tier.
- Subskill
- A passive bonus unlocked at specific levels (10, 25, 50, 75, 100). Each has a name (e.g. Helping Speed S) and a rarity (white, blue, or gold). Gold is rarest. See the subskill table below.
- Ingredient spread (AAA, AAB, …)
- Which ingredients are in each slot: slot 1 is always A; slot 2 (unlocked L30) is A or B; slot 3 (unlocked L60) is A, B, or C. The letters are community shorthand (e.g. AAA = all three slots same ingredient). Per species; many have no C.
- Energy
- Your Pokémon’s energy affects how often they help. Higher energy = more frequent helps = more total production. Healing main skills (Energy for Everyone, Energizing Cheer, Charge Energy S) keep energy high.
Catching and befriending
- Biscuit
- Poké = 1 pt, Great = 3, Ultra = 5. Those go in your bag and can be saved. Bonus biscuit (free daily) = 3 pts, or 4 pts with Premium Pass (same biscuit, upgraded); it must be used that sleep session and cannot be saved. Master Biscuit = instant catch. Used to befriend Pokémon.
- Big hit
- Feeding a biscuit to a hungry Pokémon. That biscuit counts 3×. One Great on hungry = 9 points.
- Mega hit
- Instant catch (like a Master Ball) when feeding a biscuit. The exact odds are unknown; community estimates suggest roughly 10% when hungry and roughly 1% when not, but these numbers are unconfirmed. Shinies are always mega hit—use a regular Poké Biscuit, never Great or Ultra.
- Friendship points / pips
- Points needed to befriend a Pokémon (e.g. 5 for most evo lines). The community often calls them pips. You fill them with biscuits; hungry = 3× per biscuit.
- Sleep point / diamond
- In-game currencies. Sleep points from sleep sessions; diamonds from achievements or purchases. Both can buy biscuits. Biscuit supply is limited, so management matters.
Production and team
- Losing production
- Berries and ingredients are lost if you remove a Pokémon from your team without collecting first. A main skill that’s ready to trigger is lost if you switch any team member—not just the one with the skill. Best practice: collect from all Pokémon before swapping.
- Sneaky snacking
- When a Pokémon's bag (carry limit) is full, berries keep going to Snorlax but ingredients stop. The Pokémon "sneakily snacks"—feeds Snorlax without you collecting. Max 168 hours (7 days) of sneaky snacking, then production stops until you collect. Inventory Up delays bag fill.
- Pity proc
- After many main-skill misses in a row, the game guarantees a skill trigger. Each help's trigger roll is independent of the last, except for this safety net. The threshold (PPHC) is per species and not shown in-game; see our Pokemon Sleep production simulator for a tool that models it.
Cooking
- Pot size
- How many ingredients fit in one cook. Bigger pot = more ingredients = stronger dishes. Expansions unlock at Sleep Style Dex milestones (35, 70, 110, etc.) and cost Dream Shards. See Unlocking new areas.
- Recipe level
- Each recipe levels up when you cook it repeatedly. Higher level = higher base strength for that dish.
- Tasty Chance
- Random chance each cook for a “Tasty” or “Extra Tasty” result. When it hits, dish strength multiplies. Events often boost it.
- Dish strength
- The number that feeds into Snorlax’s weekly strength. From recipe level, pot size, ingredients, and Tasty Chance (and event bonuses).
Progress and spawns
- Snorlax strength
- Weekly rating (Basic 1 to Master 20) from feeding Snorlax berries and meals. Resets each Monday. Determines which species and sleep styles can appear and feeds into drowsy power.
- Drowsy power
- Snorlax strength × sleep score (× event multiplier when active). Higher drowsy power = more spawns (3 at base, 4 at 1M, 5 at 2M+) and sometimes rarer Pokémon after a sleep session.
- Sleep score
- 0–100 based on actual sleep duration only. Max 100 at 8.5+ hours; 90 min minimum session. Affects drowsy power and helper EXP.
- Good-Night Ribbon
- Earned by sleeping with a Pokémon in your party (200–2000 hours). Gives +1 to +8 carry limit and, for unevolved Pokémon, 5–25% faster helping (depending on ribbon level and evolutions left). Stacks with Helping Speed.
- Area bonus
- Percentage boost for returning to an area you've researched. Grows +5% per week spent there (max 50% per island). Multiplies berry and dish strength.
- Sleep type (Dozing / Snoozing / Slumbering)
- Your sleep session is classified by the mix of these. Device placement and sleep pattern affect it. Which type you get influences which Pokémon can appear. Species also have a sleep type (where they tend to appear).
- Befriending badge
- Per-species reward for friendship level milestones (Bronze 10, Silver 20–40, Gold 40–100, exact thresholds vary by species group). Each badge improves shiny odds for that species (exact multipliers not published) and guarantees 1–3 gold subskills on future catches—Bronze = first gold, Silver = first two gold, Gold = first three gold.
- Incense
- Item activated before sleep for one session. Boosting types: 2× research EXP, 2× Dream Shards, 2× helper energy, or guaranteed hungry Pokémon. Pokémon incense adds a species to the spawn pool regardless of sleep type.
- Dream shard / candy
- Dream shards from research and leveling; used for evolutions, leveling (with candy), and pot expansion. Can become a bottleneck when leveling many Pokémon quickly. Candy is species-specific and used to level up that species.
- Cram-o-matic
- Event feature that converts 40 Pokémon candies + Dream Shards into a random Type Candy M. 4 uses per day with escalating shard cost (1k, 5k, 15k, 40k). Using same-type candies biases the output type. Good for excess candies from species you're not training.
- Research rank
- Your overall progress level from sleep research. Higher rank unlocks areas, pot expansions, rewards (biscuits, Dream Clusters, incense), and raises the Pokémon level cap. See How progression works for details.
Subskills (all 17)
Passive bonuses unlocked at Lv10, 25, 50, 75, 100. Rarity: White (common), Blue (uncommon), Gold (rare).
| Name | Rarity | When | Effect (one-line) |
|---|---|---|---|
| Berry Finding S | Gold | Always | +1 berry per help (berry specialists: 3 instead of 2) |
| Helping Speed S | White | Always | +7% helps per day |
| Helping Speed M | Blue | Always | +14% helps per day |
| Ingredient Finder S | White | Always | ~+18% ingredient rate |
| Ingredient Finder M | Blue | Always | ~+36% ingredient rate |
| Inventory Up S | White | Always | Increases ingredient bag capacity |
| Inventory Up M | Blue | Always | Larger bag capacity |
| Inventory Up L | Blue | Always | Largest bag capacity |
| Skill Level Up S | Blue | Always | Main skill level +1 |
| Skill Level Up M | Gold | Always | Main skill level +2 |
| Skill Trigger S | White | Always | ~+18% main skill trigger rate |
| Skill Trigger M | Blue | Always | ~+36% main skill trigger rate |
| Dream Shard Bonus | Gold | Sleep | More dream shards from sleep |
| Energy Recovery Bonus | Gold | Sleep | More energy recovered for team from sleep |
| Helping Bonus | Gold | Sleep | +5% helps for whole team (per teammate with it) |
| Research EXP Bonus | Gold | Sleep | More research EXP from sleep |
| Sleep EXP Bonus | Gold | Sleep | More EXP for team from sleep |
Production-focused subskills (helps, berries, ingredients, skill rate): Helping Speed S/M, Helping Bonus, Berry Finding S, Ingredient Finder S/M, Skill Trigger S/M. Others (Inventory Up, Dream Shard Bonus, EXP, Energy Recovery) don’t change helps per day or berry/ingredient/skill rates.
More: Community terms and abbreviations (BFS, GG, proc, pips, M20, etc.) · How production works · How stats are determined · Serebii Pokémon Sleep · RaenonX
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