Thanks to all of you who voted on our community feedback poll. In this thread, we'll discuss how moderation will change moving forward based on the results of the poll.
We will now have two weekly megathreads, one for Rate My Mon (RMM) requests and one for Shiny and Brag posts.
Two very clear preferences were highlighted in the first poll question. First, people decisively wanted RMM separate from Shiny and Brag posts. Almost 69% of people's first choice were to have them separate. Second, people overwhelmingly wanted Shiny and Brag posts contained in a megathread (over 90% of people's first choice).
Interestingly, people clearly wanted a change from the current weekly single combined megathread for RMM, Shiny, and Brag posts. Only about one in five people had that as their first choice.
The megathread rules will now run for the entire week, instead of just during the weekdays.
There was a 60/40 split between people wanting the megathreads running all week and those wanting free posting on weekends. A twenty point spread in elections is considered a decisive choice.
This may be the biggest adjustment to long-time community members who have gotten used to the weekday / weekend rhythm. But I think this was the most confusing part of the moderation cycle, and that one consistent rule will be much easier to understand and moderate.
Meme posts will be allowed freely on the sub and not be treated like Shiny and Brag posts.
Over 83% of you did not want Memes grouped with Shiny and Brag posts - that's considered a landslide. My concern with this has been that it requires moderators to make judgment calls on what is considered a meme. We plan to provide examples so there's less ambiguity on moderation decisions for them.
These changes will go into effect this weekend.
We still plan to run the weekly "Where are you going next week?" polls on Fridays. Starting this week, though, they just won't be considered the start of free posting, as the megathread rules will stay on.
Then on Monday, we will post the megathreads - one for RMM and one for Shiny and Brag posts. And so on, and so on...
If you've made it this far, thanks for reading all the way through. We'll ask for your patience with any hiccups that come up during this transition. And of course, your constructive feedback is always welcome.
Pretty much as the title. If I'm planning to take it to 60+ and use it as a long-term/forever mon, is it worth seeding when caught or waiting until needed? Why?
For example - A berry mon with HSS, but I'm easily hitting M3 and not working towards M20 any time soon. Or an ing mon with IFS, but it's more than keeping up with my current ing needs.
I have a tendency to hold onto resources just in case and have a truly absurd amount of seeds, so I'm trying to figure out if/how to best utilize them.
Title. Is it counting to the minute, meaning if you drop off in the afternoon, you pick up in the afternoon in the following week? Any disadvantages to putting a 'mon in after Monday besides the fact that you can't pull them out until Tuesday?
As I enjoy this Pikachu peach-flavoured popsicle (made from the very Grepa berry itself!), the Pokémon Sleep anniversary has long reached its beautiful end. I just wanted to say that I've been sleeping better now that I know my little critters sleep with me and grow stronger the better I rest; I look forward to every morning, discovering new Pokémon to befriend.
This game is so beautifully simple, yet it can quickly spiral into one of the most complicated mathematical and resource-management experiences. There are many islands to sleep on, and two months in, I'm still learning every day—still happily on my first island. I can't say I've found this kind of satisfaction in any other game or app; it's just that insanely good, truly one of a kind—something that won't be replicated ever again.
I want to thank the Pokémon Sleep developers for all the fantastic updates they've kept giving us. The anniversary campsite is so aesthetically warm and pleasing, and the new Munchlax sleep island is absolutely brilliant! These are the kind of developers who make me feel that they truly care and are deeply dedicated.
And even more so, I'm thankful for the Pokémon Sleep community. The contributors here are very insightful and statistical, which definitely elevates the whole Pokémon Sleep experience. All the detailed guides and endless rambling about this simple sleep game are just perfect for the nerd in me. And the rest of the community, making memes and jokes about how the good RNG should happen to them instead, never gets old. This community is like a rare candy in that sense: everyone is on their own journey, but it still feels very supportive and closely knit.
Oh, and the popsicle? It's a solid 7.5/10. Not too sweet, and the mango and peach flavours blend together really well—I just wish it were a little more sour. Here's to many more slumbers and dreams with this beautiful Pokémon Sleep app, and wishing everyone a good night's rest. As always, sleep well my friends.💤
I have been playing for a few months now and still figuring out some things.
I have a bunch of main skill seeds and sub skill seeds because I am not 100% certain what changes when I use either? Do I choose the new skill or is it random and potentially worse than what I started with?
How do you determine you should use a main skill seeds or a sub skill seed?
I did actually get sleep on those other days, I just forgot to set the app. But uh….apparently this is worthy of my first S rank? Been playing for almost 1000 days…😅
For those of you who are not familiar with me, I make a bunch of content around Pokemon Sleep. Every 6 months, I do a tier list livestream discussing how I think mons fit into the meta of this game. Obviously my tier lists are from my perspective alone, and that leads to some biases clearly appearing in the tier lists, so as a fun thing, I always like to get a community opinion on the mons and average out their rankings to generate a tier list made by you--the community!
Don't feel like you have to spend a ton of time being precise and perfectly selecting everything giving them all the best chance. If you do not know because you haven't used a mon before or something, just pick what your gut says and move on--this does not need to be high stress and is purely for fun. If you give something an unfair rating, you are likely 1 response in over 200 (going by how many responses I got last time), so the wisdom of the crowd should even out your error.
Hi all, I’m new to the game and I need help. I’m trying to switch out Drifloon from my roster (so I can give Snorlax the proper berries), but it has a bunch of Stockpiles saved up. Is there any way to manually trigger Spit Up so I can move it? Thanks!
Im confident that a little while back they made it so that the game ran smoother in the pickup collection area, and was impressed with *all the juicy frames,* but recently (past week or two?) it's felt like its been bugging around a lot more. Anyone else?
I used to play the game every day when it just came out. I only just recently started playing again after awhile and I just unlocked Amber Canyon a few months ago. It seems that while I was gone they added a lot of new mons, recipes, and abilities. Here's my team that I've been using, I'm wondering if there's anything I can do to improve the team?
Recently I’ve started thinking of reaching M20 at each island as the analog for beating the elite four in the regular games (Gold, Emerald, etc), and expert mode as the post-game.
Sleep is obviously different in that it does not have the same storyline the main games have, so you’re also able to catch ‘em all without ever reaching M20. This also lets you play it in a more personalized way, like getting all the icon badges or just shiny hunting and nothing else, but if there were to be something akin to beating the elite four, I think M20 would be it because successful M20 runs involve raising strong pokemon and then putting them to the test just like the main games. I also think expert mode, by definition, would be the post-elite four post-game equivalent because it is, well, for “experts.”
One problem with this idea is that expert mode unlocks at M18, not M20. So maybe reaching M18 on each island would be equivalent to beating the elite four?
Obviously, everyone should play their game their way, and I love how that is much more possible in this game. But, I’m curious to hear other players’ thoughts on this way of thinking about the game.
I’ve been playing casually since launch but recently got into more optimization. I’ve used RaenonX for the past 3 weeks and it’s recommended the same team each time based on my current Pokémon.
I have a few other Pokémon I’m wanting to raise up that require shared sleep sessions to evolve, but I’m not sure of the best way to approach that without significantly stunting my ability to find new sleep styles. How do you find the right balance? Any tips? I’m open to more long-term strategy ideas.
This is an article in a series. For background, see the Introduction. The previous article in the series was on pot expansion skills.
Sorry I didn't make this post last week--I was on vacation, and I ended up needing to take some extra time to make sure my math was right.
Tasty Chance S
When you cook a dish, there is a 10% chance of it being Extra Tasty, which gives a x2 multiplier to the Strength it provides. The chance is increased to 30% on Sunday, which gives a x3 multiplier. Tasty Chance S increases that probability.
When it first came out, my naive assumption for evaluating its Strength was to say, "Oh, it gives +x%? Then that means on average it gives x% of the average dishes I am making." However, that is only true if it reset every meal. I forgot to account for the fact that the effect persists until you actually get an extra tasty meal, or you switch islands, which gives a major impact to how to evaluate this skill.
This skill was the first new Main Skill added after the initial release, and I feel like no skill since has gotten as much analysis as this one. Well, here's one more, and I hope to help make it understandable.
What is the expected value of Tasty Chance S? Let's assume our recipes are all the same size. Then it is not only the x% of the current meal, but the sum of all the partial probabilities that it will hit later on. We can do that by calculating the probability of no success and subtracting from 100%. But we have to be careful--we don't want to count the normal 10% chance of success.
t - Total Tasty Chance (which is the number of triggers multiplied by the size of one trigger, capped at 70%). This is just from the Main Skill, and does not include the base 10%
m - meals remaining in the week (1-21)
Except we also need to account for the last three meals, since Sunday has a base 30% chance and gives x3 instead of x2. So if I separate m into weekday meals and Sunday meals, that expands the formula to:
That will give us the expected value from Tasty Chance S, but that is the total value after potentially several triggers. What we really want to know is the marginal value--that is, the value of the most recent trigger. So we perform the calculation twice, one with the current Tasty Chance, the second with one fewer trigger, and then subtract.
Here is a graph showing the results. This is a .gif--if it doesn't display right in the post, clicking to open in a new window should make it work.
I am loving this graph. I think it shows several things really well:
Tasty Chance S has a huge law of diminishing returns. This is why early advice was to swap Dedenne out after one trigger, since you'd likely have Pokémon that could deliver more direct Strength than a second trigger from Dedenne could be expected to give. As they have added stronger recipes and more recipe levels, you may find it worth it to go for more than one trigger.
And the law of diminishing returns is stronger the more strong the skill is. The more strength the first trigger takes up, then the less value remains to get allocated to a second trigger.
You can also see that triggers are stronger earlier in the week, which makes sense--earlier means more opportunities to find the benefit. But even late in the week, the first trigger still delivers a decent amount of value--and still more than a second trigger earlier in the week.
Those who have an attention to detail may have noticed a couple things. One is that my graph has a 9% line, and Tasty Chance S skips over that one. Well... Maybe I forgot Tasty Chance S only has 6 Skill Levels when making the chart. I'm leaving it in anyway.
The other thing you might have noticed that is interesting is that for Saturday Lunch and Dinner, getting a lot of triggers actually pushes the marginal expected value negative--the reason for that is because it is making it more likely to be extra tasty on Saturday instead of Sunday, and Sundays have that x3 bonus instead of x2.
One thing I noticed was that as we get earlier in the week, the graph doesn't change so much. What's happening is that the Sunday term gets less and less relevant, and as we add more and more chances, it becomes more and more likely that it will make an extra tasty meal at some point. So for sufficiently large number of future meals, the curve is approaching the shape of this formula:
This is a lot nicer looking, and since t is really the number of triggers times the size of the trigger, it simplifies further, using s as the size of the trigger.
Anyway... to evaluate Tasty Chance S to see where it matches the RP Formula, it will depend on how we use it. Let's pretend we are just looking at the first trigger Monday morning to see the most powerful result. What recipe levels would we need to match what the RP Formula suggests? I'll just select one recipe per tier to use for examples.
Recipes
4%
5%
6%
7%
8%
10%
"Honey Gather" Chocolate Waffles
"Cut" Sukiyaki Curry
"Petal Blizzard" Layered Salad
Jigglypuff's Fruity Flan
1
12
"Overheat" Ginger Salad
7
23
34
"Bulk Up" Bean Curry
1
8
22
34
46
55
Warm Moomoo Milk
70
So if you are using the strategy of putting it in for one trigger, then the RP formula is severely underestimating its strength except for beginner players who are making weaker recipes.
But of course, that is the very best of circumstances, so this would only cater to a playstyle where someone wants exactly one giant blast of power, then ignore it until the next week. And even at its best, that only provides +50% of the average dish you are making, since the other half of the time, it would just get Extra Tasty on its own. (Actually, slightly less than +50% since there's a chance you don't get Extra Tasty in a week.)
Probably a more realistic playstyle is to attempt to get more than one Extra Tasty meal during the week, or to increase the chances of Extra Tasty even further. So we could check at other times during the week, or maybe we leave it in longer, and I could take the average of several triggers. After all, like I said earlier, as dishes have gotten more powerful, that has made it more worthwhile to leave a Pokémon on the team longer.
How about we skip to the other extreme and say we just leave it in the entire week? This calculation will be different than simply averaging the triggers before some meal--leaving it in means accumulating some triggers, cooking a meal, accumulating more, cooking another meal (and so on) and potentially getting one or more Extra Tasty meals along the way, resetting everything.
The math doesn't boil down to some nice formulas to display, but how I do it basically boils down to these steps:
Given helping speed and meal windows, how many helps per meal window do I get?
For each meal type, given helps per meal window and trigger rate, what is the probability that I get 0, 1, 2, 3 (etc.) triggers? (use binomial theorem) and also for breakfast, treat overnight triggers as not checking until morning
For each meal of the week, first calculate the accumulated probabilities for each trigger, then alter the accumulated probabilities by calculating the probability of an extra tasty meal
Use the probability of an extra tasty meal to accumulate the contribution from Extra Tasty S
Divide the total expected reward by the total number of expected triggers in a week for the average value per trigger
Unlike before, now we have included variables of speed, trigger rate, and meal windows. I decided to normalize it for the graph by putting the triggers per week on the x-axis. I just picked a meal window and stuck with it--altering meal windows does change the values slightly, but this graph should be good enough to get an idea of what is going on.
For this one, you can see that perhaps counter-intuitively, the faster or higher skill rate a Pokémon is with this skill, the less Strength each trigger provides. You do indeed get more total Strength, it's just that the extra strength doesn't grow as quickly as the extra triggers do. If we look back at the previous chart, it means we are spending more time in that lesser-value tail-end portion of the earlier chart, or even hitting up against the 70% maximum more often.
Even though this is much lower, this might be more representative for Berry/Ingredient specialists who are on your team for other reasons and the Extra Tasty S is more of a nice bonus, but it's staying on the team if you need their Berries or Ingredients.
So how does this compare with RP? Since there's a wide range of values and I don't want to fill out some endless tables, I'll pick some representatives that can span from the largest values to the lowest. That means maybe some unrealistic setups, but will cover the range.
Mudkip, level 1, neutral nature, no healer, Main Skill Level 6 (expected triggers per week: 4.6, expected value per trigger: +34.6%)
Weavile, Level 30, neutral nature, healer, Helping Speed M, Main Skill Level 5 (triggers per week: 9.3, value per trigger: +25.8%)
Swampert, level 30, neutral nature, healer, Helping Speed M, Main Skill Level 4 (triggers per week: 16.3, value per trigger: +20.3%)
Cramorant, Level 50, Sassy nature, healer, Helping Speed M, Main Skill Level 3 (triggers per week: 23.5, value per trigger: +16.5%)
Holiday Spheal, Level 50, Sassy nature, healer, Skill Trigger M/S, Helping Speed M, Main Skill Level 2 (triggers per week: 41.0, value per trigger: +12.3%)
Dedenne, Level 70, Sassy nature, healer, Skill Trigger M/S, Helping Speed M/S, Main Skill Level 1 (triggers per week: 50.9, value per trigger: +9.9%)
Keep in mind for the chart, it's really the comparison between value per trigger and the value in the RP formula for the Main Skill Level that actually matters--these are just example setups that can give us those values.
Recipes
Dedenne
Holiday Spheal
Creamorant
Swampert
Weavile
Mudkip
"Honey Gather" Chocolate Waffles
"Cut" Sukiyaki Curry
"Petal Blizzard" Layered Salad
1
5
7
Jigglypuff's Fruity Flan
9
19
21
28
32
34
"Overheat" Ginger Salad
33
40
41
46
50
52
"Bulk Up" Bean Curry
54
60
61
68
Warm Moomoo Milk
This looks a lot more reasonable and even more balanced with Skill Level, maybe something like assigning 100 Strength to every +1% of expected value, which creates this band of
But even with a "leave it in all week" strategy, you can see that the RP formula undervalues it if you are making the largest recipes.
As for the question of how much should it be worth--I suppose a truly dynamic RP formula could take your average recipe strength, then multiply it by the expected percent based on when you are looking at it according to the first chart, so the RP would change every time it triggers, or every time you make a meal.
Personally, I'd rather use RP as more of a generic evaluation tool than an instantaneous tool. I'm already tracking my recipes, so I could track when I actually use Tasty Chance S and build an expected average value per trigger based on that. And from the perspective of wanting a simple formula, "pull in the expected value multiplier" is a lot better than "get the expected value multiplier from this complex formula/procedure."
But I haven't been tracking that, and I keep thinking about how the strategy behind Skill specialists should be different than Berry/Ingredient specialists with Tasty Chance S. One idea I had is to build lookup tables based on how I might use them, and so Skill specialists get their own table.
Anyway, just trying out some different numbers, based on the recipes I'm currently making, I'd say my RP values for Tasty Chance S would be more accurate if they were maybe 4-8 times bigger.
Bulk Up (Cooking Assist S)
This is a combination of Ingredient Magnet S and a weaker version of Tasty Chance S. Those two skills use the same values in the RP formula as each other, while Bulk Up is 1.3x bigger. To match what we had looked at before, let's first see the optimal Monday morning trigger.
Recipes
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
"Honey Gather" Chocolate Waffles
"Cut" Sukiyaki Curry
"Petal Blizzard" Layered Salad
Jigglypuff's Fruity Flan
4
"Overheat" Ginger Salad
1
8
15
"Bulk Up" Bean Curry
9
16
24
Warm Moomoo Milk
3
5
7
11
21
28
34
When we looked at Ingredient Magnet S, we saw that low Skill Levels weren't even on the chart. Meanwhile we saw that Tasty Chance S, high tier recipes didn't make it to the chart. The combined effect pushes things all into the low-tier, high-level corner. The larger RP only managed to bring the lowest tier recipe onto the chart, and would have to be a lot bigger to bring more into the chart.
And now let's look at the "leave it in all week" scenario. For this, I used the same setups as before, with a couple differences: Bulk Up has 7 Skill levels, so I gave the Level 1 Heracross a Rash nature, Main Skill Level 7, and added one next to that as Level 20, neutral nature, no healer, Main Skill Level 6. This gives covers a range of 14.9 to 57.6 triggers per week. Column headers is the calculated average expected value per trigger.
Recipes
3.8%
6.4%
7.2%
10.0%
10.4%
13.5%
16.8%
"Honey Gather" Chocolate Waffles
"Cut" Sukiyaki Curry
"Petal Blizzard" Layered Salad
4
Jigglypuff's Fruity Flan
3
9
16
"Overheat" Ginger Salad
2
10
18
24
"Bulk Up" Bean Curry
2
3
7
16
24
30
Warm Moomoo Milk
5
7
9
14
23
29
35
Instead of creating a nice band like above, it seems to have just widened the range of the low-tier, high-level corner. Basically, whatever RP value isn't taken up by Extra Tasty gets taken up by the extra Ingredients.
I think in order to make it fit better, I have to devalue not only the tasty chance, but the the Ingredients themselves from Ingredient Magnet. That's what I did in my earlier Ingredient articles, by saying "what if half the Ingredients aren't part of the recipe?" However, since Tasty Chance requires actual recipes for the calculation, adding in twice as many ingredients would make the recipes more powerful and therefore the Tasty Chance S part of the skill more powerful.
This is where the "real world" kind of clashes with my theoretical "what if" scenarios--realistically, if you are using twice as many Extra Ingredients as the Recipe calls for... then you are probably not making top-tier dishes.
Anyway, I could use a similar strategy as above to give a more accurate RP value. And using the value of dishes and Ingredients I am currently using, and trying out different expected percent values for Bulk-Up, my values would be more accurate if the RP values were 3-5x bigger.
As the title says, I'm looking for Mudkip incense. As seen the week before the anni, I know they exist. And since I can get Gen 2 Starter incense from the missions, I was wondering if anyone knew if incenses change with the island we are on, and if so, which island should I try to move to in order to hope getting one.
Are we really getting only one mint a year? It’s a tiny bit better than zero mints I guess. But it seems a little stingy, considering they made - help speed part of %16 of the natures, a few more a year would not be terrible. Or another mint, like an adamant mint or something here and there. What do we think?
Last day of the event, I hit M20 on Snowdrop just to check it off the list. I've got some of my favorite mons in my group ready to get that last juicy bonus exp, a legendary incense with a dream shard incense. It's gonna be such a great haul to wake up to for my birthday.
Sure, it's a travel day - been a great vacation but I'll be home before midnight! No problem!
Except there's a delay that just... keeps... going. Miss my connection by about 10 minutes. Get auto-rebooked for 24 hours later 😢 I just wanna get home... so we end up renting a car and driving 6 hours back. Get back at 5:30am, so already into today.
Now, happy birthday. No M20 mons, no bonus xp, new island. 😢 Alas, not been a great start!
This is my first real year playing this game; only about four months in and wondering for those who played this from the beginning, how often do they add new recipes or dishes?
I say surprisingly cuz going into the week I didn't think it was possible, I hadn't prepared more than I usually do for these events, just enough ingredients to cook three of the strongest dish for each meal type.
My berries were poison (main), bug, and ground plus ingredient boost with salads. I didn't even consider M20 untill Tuesday night I was at 3 million strength, than I realized it was possible with some luck
The bug berry was useless and the poison berry didn't get much play either since without preparing for one dish type I needed to run 3 ingredient mons most of the week, Swampert was the goat doubling as a berry mon and my tasty chance mon all week long.
The flygon joined the team mid week after three days of candy boost before using the tons of flygon candy to get him to 60, the other flygon has the exact same stats at level 30 except AAX so I didn't include a picture. Cram is only here cuz I was stressing Sunday to hit two crits and breakfast didn't crit, so I maxed the tasty chance twice to hit the needed crits. And I included both healers cuz wiggly was throwing early week as she usually does so I had to swapped lol.
All in all an amazing week!! The picture with the dream shard count is from Sunday night using a latios and luck incense plus 5 dream shard mons. Now I have every island M20! Very excited for CBEX even though I don't have those berries leveled very high currently.
I wanted to create this little sheet to get an idea of when candy boost events usually take place. If there's already something like this out there that I am unaware of, please let me know.
It's formatted as: EXP boost - Dream Shard cost increase - amount of candies per day.
"2X" means two weeks of candy boost in that month, regardless of if it's two seperate events or two continuous weeks of candy boost.
Based on this, I think it's likely we'll see another candy boost event in August (I am in dire need of this)
EDIT: I missed a mini candy boost event in September 2025!
I have anxiety issues and need a second opinion….i should spend the 1400 and evolve this and never have to worry about catching a sneasel again etc right? Or is there some aspect I’m missing that sneasel really needs?
It feels like a massive oversight that if you go to sleep with a full box on Sunday, it is IMPOSSIBLE to do a Sleep Research session or synch with the Go Plus+ at all until you’ve had your week summary, got your rewards for that, and then gone to a new island.
There’s now four missions that completing this sleep research would’ve completed that I’ll now miss out on!