Training and stats in Dog Kennel Simulator

Every dog has five stats, and each has a ceiling the dog can’t train past. This guide covers how training works, how dogs grow as they age, and how hunger and walks drag stats down.

The five stats

The stats are Agility, Obedience, Charm, Orientation and Intelligence. Each one has its own ceiling for every dog, and competitions weigh them differently.

How a training session works

You pick one stat to train. A session costs $5 for a level 1 dog, plus $2 for each level above that. It takes 25 energy and adds 15 hunger and 10 walk need. A session lasts 30 minutes plus 3 minutes for every 10 points the stat already has — counted out of 100, not against the dog’s ceiling, so a stat at 50 takes 45 minutes.

A finished session gives a base gain of 5 points; the mini-game result and the Obedient and Well-Trained traits raise it, and the gain shrinks near the ceiling. The stat never goes past its ceiling.

Advice: spread training across dogs and stats that are still far from their ceilings — that’s where each session counts most.

Making sessions count

During a session you can play a short mini-game; your result multiplies that session’s gain. A congenital Intelligence trait also changes how much every session gives.

If you don’t want to wait, a reward ad cuts a quarter of the time that’s left, up to three times per session. For 8 medals the session finishes at once.

Energy

A dog’s energy can’t go higher than its health plus 10. It recovers by 5 an hour while the dog isn’t hungry, and drops by 2 an hour while it is. Training takes 25 energy, and competitions need at least 30 to enter, so a healthy, well-fed dog can do more.

Traits earned through training

  • After 5 completed sessions a dog becomes Obedient.
  • After 15 it becomes Well-Trained.
  • After 25 it becomes a Trickster.

Obedient and Well-Trained each make training gains 15% bigger, and they stack. Well-Trained also raises a dog’s competition score by 10%.

Life stages and growth

StageAge (days)Growth
Puppy0–3Grows by itself each day, up to a cap
Junior4–7Grows by itself each day, up to a higher cap
Adult8–24Grows only through training
Senior25+Loses 1–2 points per stat each day

Hunger rises fastest in puppies — 8 points an hour — then 7 in juniors, 6 in adults and 5 in seniors; walk need rises by 8 an hour at every age.

Bred puppies and juniors can grow further on their own than dogs bought in the shop.

Senior dogs can train up to three times a day, and their sessions always take 30 minutes. These sessions don’t raise stats; instead they slow the daily loss — the more sessions that day, the slower it gets.

Senior sessions that dayDaily stat loss
01–2 points per stat
190% of that
275% of that
3Half of that

Hunger, walks and stats

When hunger or walk need reaches 60, the dog’s stats start to build up a penalty of 0.25 points per hour for each. The dog also loses 1 health per hour for each.

Once it is fed and walked, the penalty goes away three times faster than it built up, and health recovers. The penalty lowers the stats a dog shows and competes with, but training gains and breeding use what the dog has really earned.

Advice: feed and walk dogs before a competition, so the penalty doesn’t cost you places.

Put it into practice

Dog Kennel Simulator is free to play on Android.