This thread's purpose is to shed some light on a newly implemented (on PS!) mechanic that has been discovered recently.
First thought to be a glitch, it turned out to be a mechanic change affecting the way Sleep Talk interacts with the Sleep Counter. Here is the post in the Bug Reports thread, and here is the answer to that report by one of our Old Gen Researcher: Marty.
Here is the commit summary Marty left on PS! GitHub:
What does that mean in practice?
To put it into other words: if you only use Sleep Talk (or Snore) while you're asleep and switch out before waking up, the turns you spent using Sleep Talk/Snore won't be added to the sleep counter. To successfully burn all these sleep turns, you have to spend one turn attacking (read: not using Sleep Talk) before switching out.
This affects both sleep induced by your opponent (Hypnosis, Spore, etc) and self-induced Sleep (Rest). Keep in mind all of this is relevant only if you switch out before waking up.
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Here are some examples to better grasp the situation if you're still sorta confused:
How does that affect ADV concretly?
Three replays showcasting the new mechanics:
All these new discovered mechanics in Old Generations are pretty exciting! Marty, please let us know in the futur if you guys discover something related to ADV by posting here or in an another RoA thread :)
First thought to be a glitch, it turned out to be a mechanic change affecting the way Sleep Talk interacts with the Sleep Counter. Here is the post in the Bug Reports thread, and here is the answer to that report by one of our Old Gen Researcher: Marty.
Here is the commit summary Marty left on PS! GitHub:
Gen III: Fix sleep count interaction with Sleep Talk/Snore
- Basically, a counter separate from the sleep counter starts at 0, and attempting to use Sleep Talk or Snore while asleep increments it by 1.
- If the Pokemon attempts to use any other move while asleep, this counter is reset to 0.
- If the Pokemon switches out while asleep, the current value of the counter is added to the sleep counter.
What does that mean in practice?
To put it into other words: if you only use Sleep Talk (or Snore) while you're asleep and switch out before waking up, the turns you spent using Sleep Talk/Snore won't be added to the sleep counter. To successfully burn all these sleep turns, you have to spend one turn attacking (read: not using Sleep Talk) before switching out.
This affects both sleep induced by your opponent (Hypnosis, Spore, etc) and self-induced Sleep (Rest). Keep in mind all of this is relevant only if you switch out before waking up.
---
Here are some examples to better grasp the situation if you're still sorta confused:
- Your Zapdos just used Rest on turn 3. On turn 4, you use Sleep Talk. On turn 5, you use Sleep Talk. You switch out as your Zapdos is still asleep. When Zapdos will be back on the field, it will still sleep 2 turns.
- Your Zapdos just used Rest on turn 3. On turn 4, you don't use Sleep Talk. On turn 5, you use Sleep Talk. You Switch out as your Zapdos is still asleep. When Zapdos will be back on the field, it will have 1 turn left to sleep.
- Now if you would to use Sleep Talk on Turn 4, and don't use Sleep Talk on turn 5, you'd reset the "new" counter and thus will wake up next time your Pokemon is on the field (bullet point 2 in the GitHub log).
- You switch a Choice Band Heracross on a Gengar using Hypnosis. On the next turn, you use Sleep Talk and then switch out. In this scenario, you have burned 0 turn of sleep, which means it is guaranteed your Heracross won't wake up as you use Sleep Talk in the future.


- Pokemons relying on Restalk (Zapdos, Regice, Suicune, Snorlax, etc) will have a harder time waking up if you decide to use Sleep Talk and then get forced out.
- Pokemons using Sleep Talk can be played in such a way that it is guaranteed that you will never wake up (make for better Sleep Absorbers and no wake up/Sleep Talk turn). Useful for Heracross or some Magneton in particular.
Three replays showcasting the new mechanics:
- Replay 1: In this replay, I keep using Sleep Talk on first Sleep Turn and then switch out. That way, my sleep counter stays at 0 and I never wake up despite using Sleep Talk 7 times (the maximum amount of turns for sleep in ADV is 4).
- Replay 2: In this one, I show how Sleep Talk doesn't burn sleep turns. Zapdos still sleeps on turn 6 despite using Sleep Talk twice on turn 2 and 3. I used Rest on turn 1 and woke up on turn 11, during that range, I successfully burned by sleep turns on turn 6 and 10.
- Replay 3: In this one, I successfully burn my two turns of sleep by attacking before switching out, despite using Sleep Talk earlier.
All these new discovered mechanics in Old Generations are pretty exciting! Marty, please let us know in the futur if you guys discover something related to ADV by posting here or in an another RoA thread :)
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