Pet Stats Explained
What hunger, happiness, health, XP, Pet Level, Attack, Defense, and HP actually do - with the real numbers behind each one. Also covers the active pet: the Pet Selector in the top bar (the pet sidebar), why there is always one selected, and when it switches itself.
Every pet has three care stats, an experience total that drives growth and Pet Level, three combat stats for battle, and a lifetime Intelligence stat. Here is what each one really does.
Where to see them
- Open any pet from your Pets page or Dashboard.
- The Gym and Vet pages also show combat stats and health for all your pets.
- Every pet also has a public pet page at /pet/petname that shows off its stats, level, Intelligence, wardrobe, and adventures to other players.
Care stats (0-100)
- Hunger - drops 2 points per hour. Restore it with food items.
- Happiness - drops 1 point per hour. Restore it with toys, books, or the hourly free play button on the pet page (+10 happiness, +3 XP).
- Health - does not decay on its own. It drops 1 point per hour only while hunger or happiness is below 20, and Gym sessions cost 3-5 health each. Restore it with medicine or the Vet.
Pets at the Hotel or Pet Park skip decay entirely, and VIP members' pets decay 25% slower.
Care bonuses and penalties
Care stats directly change what your pet earns. Current live thresholds: 90%+ in a stat earns the bonus below, 30-89% is neutral (no effect either way), and below 30% a penalty kicks in that grows as the stat falls, hitting its maximum at 0.
- Hunger drives XP. A well-fed pet (90%+) earns +5% XP from games and activities; a starving pet earns up to 25% less.
- Happiness drives game coins. While your active companion is 90%+ happy, game coin payouts get +5%; a sad active pet cuts them by up to 25%. Only game winnings are affected - bank interest, shop sales, and auctions never are.
- Health drives the Gym. A healthy adult (90%+) gains +1 bonus point every training session and rests about 5% faster; a sick pet gains 1 point less (never below 1) and can need up to 25% longer between sessions.
The pet's page shows the active bonus or penalty right under each stat bar.
These bonuses flow through your active pet — the companion shown in the top bar who earns XP while you play. MiroPets makes sure that slot never sits idle: if you have no active pet selected, or your active pet heads off to the Hotel, Pet Park, or an Expedition, your highest-XP available pet automatically steps in as active until you pick someone else. You can switch any time: tap the pet icon in the top bar and pick any available pet.
XP, stages, and Pet Level
- Life stages: eggs hatch about 15 minutes after adoption (your first-ever egg hatches in just 2 minutes); babies evolve into adults at 2,500 XP. Evolution rolls the pet's starting combat stats (1-10 each).
- Pet Level is calculated directly from lifetime XP - reaching level L takes 100 x (L-1) squared XP. So Level 2 is 100 XP, Level 6 is 2,500 XP (the same moment a baby becomes an adult), and Level 10 is 8,100 XP. Early levels come fast; later ones take real grinding.
- Note: your account also has a level, which is separate. This page is about the Pet Level shown on each pet.
- Milestone rewards: the first time a pet reaches Pet Level 10, 25, 50, or 100 you earn a charm plus a one-time coin bonus of 500, 1,500, 5,000, and 15,000 MPC respectively.
XP comes from games, free play, Gym training (5-25 per session), XP items, expeditions, and more. XP boost buff items multiply everything the pet earns while active.
Whenever a pet reaches a new Pet Level, a notification lands in your inbox straight away, and the next time you open your Dashboard MiroPets celebrates with a picture-led level-up announcement showing the pet and its new level. The announcement only ever appears on the Dashboard, so it never interrupts a game or a shop visit. If several pets level before your next Dashboard visit, their celebrations appear one at a time.
Combat stats
- Attack - damage dealt in the Pet Arena.
- Defense - reduces damage taken.
- HP - how much punishment the pet survives.
Adults start with 1-10 in each and raise them at the Gym (+1-3 per session, plus 1 bonus point at 90%+ Health; 5 sessions per pet per day). Each combat stat is capped at 10 times the pet's Pet Level, so leveling up is what unlocks stronger training - a Level 12 pet can train each stat to 120.
Intelligence
Babies and adults also carry a lifetime Intelligence stat (0 and up, never decays) earned from puzzle games played as the active pet and from book items, with titles from Curious to Genius. It is a progression stat — it doesn't change combat or coin math. Full details: Pet Intelligence.
The active pet
Many games and activities award their XP to your active pet, and only while that pet is at home or in your den (not at the Hotel, School, Park, or on an expedition). Before a play session, set the pet you want to grow as active.
- Where to set it: the Pet Selector - the pet bubble in the top bar next to your account icon. It opens the pet sidebar (some players call it the pet bar); tap a pet there to make it your active pet.
- There is always an active pet. You cannot clear the slot or play with no pet selected - that option was removed so nobody misses out on pet XP. If you have no active pet yet, MiroPets picks your highest-XP pet at home for you.
- It switches itself when your pet leaves. If your active pet checks in to the Hotel, School, or Pet Park, or sets off on an expedition, the selector moves to your next available pet and shows a note telling you who took over. It does not switch back on its own when the original pet returns - pick them again if you want them back.
Good habits
- Keep hunger and happiness above 20 at all times - that single rule means health never drains on its own.
- Better yet, keep all three stats at 90%+ - the care bonuses (+5% XP, +5% game coins, +1 Gym point) quietly add up every single day.
- Pick one pet as your XP project, keep it active, and its Pet Level (and Gym caps) will pull ahead fast.
- Train all three combat stats. Arena fights punish pets with one giant stat and two tiny ones.