How Pokémon Sleep stats are determined
Every time you catch a Pokémon in Pokémon Sleep, the game rolls three things: ingredient spread, subskills, and nature. Here’s how that works—same logic we use in NewRolly's Unlimited Biscuits.
These three rolls happen once at catch and don't change. They're what the game uses for that Pokémon forever, and what tools like our grader or RaenonX evaluate when you ask "is this one good?"
Ingredient spread
The ingredient spread (AAA, AAB, ABA, etc.) is which ingredients sit in each of the three slots. The letters A, B, and C refer to that species' possible ingredients—each species has its own set. For Bulbasaur, A is Honey, B is Tomato, and C is Potato; the same A/B/C apply to Ivysaur and Venusaur because they share that evolution line. The spread is set when you catch the Pokémon and never changes—not on evolution or level-up. What it has when you befriend it is what it will always have.
Slot 1 is always A. At level 30 the game rolls slot 2 (A or B), and at level 60 it rolls slot 3 (A, B, or C if the species has C). Most species have a third ingredient (C); some have only A and B. The combinations form a decision tree like this:
The game doesn't flip a coin for each slot—it uses fixed odds. That means some spreads are rarer than others. Here's how it works:
- Slot 2 (unlocks at level 30): The game randomly picks A or B. B is twice as likely as A—so you get A about one time in three, and B about two times in three. That's why spreads that start with "AB…" (like ABA, ABB, ABC) show up more often than ones that start with "AA…".
- Slot 3 (unlocks at level 60), when the species has three ingredients (A, B, and C): The game randomly picks A, B, or C. This time each is equally likely—one in three. So AAA, AAB, AAC, ABA, ABB, and ABC each have the same chance.
- Slot 3, when the species only has two ingredients (A and B): There is no C for that species, so the game only picks A or B. Again B is twice as likely as A, so you see more ABB and AAB than AAA or ABA.
Bottom line: B in the second slot is more common than A, so spreads with B in the middle (ABA, ABB, ABC) are more common overall.
Possible combinations and likelihood (same RNG we use in NewRolly's Unlimited Biscuits). For most species (those with A, B, and C):
| Spread | Chance |
|---|---|
| AAA | 1/9 (≈11%) |
| AAB | 1/9 (≈11%) |
| AAC | 1/9 (≈11%) |
| ABA | 2/9 (≈22%) |
| ABB | 2/9 (≈22%) |
| ABC | 2/9 (≈22%) |
Exception: Species with only A and B (no C) use the same slot-2 roll but slot 3 can only be A or B, so the odds are:
| Spread | Chance |
|---|---|
| AAA | 1/9 (≈11%) |
| AAB | 2/9 (≈22%) |
| ABA | 2/9 (≈22%) |
| ABB | 4/9 (≈44%) |
For ingredient specialists, AAA is often the most desirable because it focuses output on one ingredient; for others it depends on the recipes you want to support.
To look up a species' exact A/B/C options, RaenonX and Serebii both list them.
Subskills
Subskills are rolled at each subskill breakpoint: levels 10, 25, 50, 75, and 100. For each slot the game first rolls a rarity tier (White, Blue, or Gold), then picks one subskill from that tier's pool. The game does not allow duplicate subskills—if it rolls one you already have, it rerolls until it gets a new one.
One way to think about the rarity roll is a six-sided die:
- White (common) — roll 1, 2, or 3. So white shows up half the time (3 in 6).
- Blue (uncommon) — roll 4 or 5. Blue shows up about one time in three (2 in 6).
- Gold (rare) — roll 6. Gold shows up about one time in six (roughly 17%).
That dice model is a simple way to explain the idea. In practice, RaenonX has done community testing and data collection and estimates the actual in-game distribution may differ from this (e.g. gold may be rarer or more common than a straight 1-in-6). We use the dice logic in our grader and roll tools for consistency; for the latest community estimates, check RaenonX.
Possible combinations and likelihood (dice model). For each of the five subskill slots, the game first rolls a rarity tier. The chance per slot is:
| Tier | Chance per slot |
|---|---|
| White | 3/6 (50%) |
| Blue | 2/6 (≈33%) |
| Gold | 1/6 (≈17%) |
Which specific subskill appears in a slot depends on that tier's pool (see table below) and the no-duplicate rule—so the chance of a particular 5-slot lineup is harder to state in a simple table. The tier odds above are what the game rolls first for each slot.
Gold is the rarest tier—Berry Finding S, Skill Level Up M, Helping Bonus, and other gold subskills are hard to get and highly valued. Full list by rarity:
| Name | Rarity | Effect (one-line) |
|---|---|---|
| Berry Finding S | Gold | +1 berry per help (berry specialists: 3 instead of 2) |
| Helping Speed S | White | +7% helps per day |
| Helping Speed M | Blue | +14% helps per day |
| Ingredient Finder S | White | ~+18% ingredient rate |
| Ingredient Finder M | Blue | ~+36% ingredient rate |
| Inventory Up S | White | Increases ingredient bag capacity |
| Inventory Up M | Blue | Larger bag capacity |
| Inventory Up L | Blue | Largest bag capacity |
| Skill Level Up S | Blue | Main skill level +1 |
| Skill Level Up M | Gold | Main skill level +2 |
| Skill Trigger S | White | ~+18% main skill trigger rate |
| Skill Trigger M | Blue | ~+36% main skill trigger rate |
| Dream Shard Bonus | Gold | More dream shards from sleep |
| Energy Recovery Bonus | Gold | More energy recovered for team from sleep |
| Helping Bonus | Gold | +5% helps for whole team (per teammate with it) |
| Research EXP Bonus | Gold | More research EXP from sleep |
| Sleep EXP Bonus | Gold | More EXP for team from sleep |
Worth keeping in mind: a few species change main skill when they evolve (Eeveelutions, Kirlia). The game may not warn you.
If you're evolving one of those, check RaenonX or Serebii for the skill change.
Nature
Nature is a separate roll at catch time. It changes how your Pokémon performs: one stat is boosted and one is lowered (and they must be different). Neutral natures have no boost or penalty. There are 25 possible natures—20 with an up and a down, plus 5 neutral (Bashful, Docile, Hardy, Quirky, Serious). Like ingredient spread and subskills, nature is fixed once you befriend the Pokémon and cannot be changed later.
Possible combinations and likelihood: The game picks one of the 25 natures at random; each is equally likely.
| Type | Chance |
|---|---|
| Any specific nature | 1/25 (4%) |
| Neutral (Bashful, Docile, Hardy, Quirky, Serious) | 5/25 (20%) |
| With stat up/down | 20/25 (80%) |
What the stats do: Nature can boost or lower one of five stats. Each one affects a different part of your helper's performance:
- Speed of Help — How often the Pokémon helps (more helps per day = more berries, ingredients, and chances to trigger its main skill). Community estimates put the nature effect around ±10%. Good for every specialty.
- Ingredient Finding — How often a help gives ingredients instead of berries. Matters most for ingredient specialists. Often cited around ±20% for the nature effect.
- Main Skill Chance — How often the main skill triggers (e.g. Charge Strength S, Energy for Everyone). Matters most for skill specialists. Often cited around ±20%.
- Energy Recovery — How much energy the Pokémon recovers when you sleep or from skills. Affects how often they help over the day (higher energy = more helps).
- EXP Gains — How fast the Pokémon gains experience and levels up. Doesn't change production directly, but gets you to breakpoints (new subskills, ingredient slots) faster.
A "good" nature for a given Pokémon usually boosts the stat that fits its specialty (e.g. Ingredient Finding up for an ingredient specialist) and lowers something less important (e.g. EXP Gains down). The table below lists all 25 natures and which stat each raises or lowers, with approximate percentage impact.
Percentages below are community estimates (e.g. Game8); the game does not display exact values. RaenonX can help verify in-game.
| Nature | Up | Down |
|---|---|---|
| Adamant | Speed of Help (+10%) | Ingredient Finding (−20%) |
| Bold | Energy Recovery (~10%) | Speed of Help (−10%) |
| Brave | Speed of Help (+10%) | EXP Gains (−10%) |
| Calm | Main Skill Chance (+20%) | Speed of Help (−10%) |
| Careful | Main Skill Chance (+20%) | Ingredient Finding (−20%) |
| Gentle | Main Skill Chance (+20%) | Energy Recovery (−10%) |
| Hasty | EXP Gains (+10%) | Energy Recovery (−10%) |
| Impish | Energy Recovery (+10%) | Ingredient Finding (−20%) |
| Jolly | EXP Gains (+10%) | Ingredient Finding (−20%) |
| Lax | Energy Recovery (+10%) | Main Skill Chance (−20%) |
| Lonely | Speed of Help (+10%) | Energy Recovery (−10%) |
| Mild | Ingredient Finding (+20%) | Energy Recovery (−10%) |
| Modest | Ingredient Finding (+20%) | Speed of Help (−10%) |
| Naive | EXP Gains (+10%) | Main Skill Chance (−20%) |
| Naughty | Speed of Help (+10%) | Main Skill Chance (−20%) |
| Quiet | Ingredient Finding (+20%) | EXP Gains (−10%) |
| Rash | Ingredient Finding (+20%) | Main Skill Chance (−20%) |
| Relaxed | Energy Recovery (+10%) | EXP Gains (−10%) |
| Sassy | Main Skill Chance (+20%) | EXP Gains (−10%) |
| Timid | EXP Gains (+10%) | Speed of Help (−10%) |
| Bashful | — | — |
| Docile | — | — |
| Hardy | — | — |
| Quirky | — | — |
| Serious | — | — |
Next: NewRolly's Unlimited Biscuits (roll builds) · NewRolly's Rollies (how many catches to a target tier)
Part of RNG & scoring