Quarendou

Quarendou

Classification

The Rock Spine Pokémon

Rock

Damage Taken*

×4: N/A
×2: Fighting Grass Ground Steel Water
×1: Bug Dark Dragon Electric Fairy Ghost Ice Psychic Rock
×0.5: Fire Flying Normal Poison
×0.25: N/A
×0: N/A

Abilities

Iron Barbs
Inflicts damage to the attacker on contact.
Sturdy
The Pokémon cannot be knocked out by a single hit as long as its HP is full. One-hit KO moves will also fail to knock it out.
Skill Link hidden ability
Increases the number of times multi-strike moves hit.

Base Stats (525 total)

HP: 98
98
Attack: 105
105
Defense: 150
150
Sp. Atk: 45
45
Sp. Def: 82
82
Speed: 45
45

Size

  • Height: 4'3" / 1.3 m
  • Weight: 564.8 lbs / 256.2 kg

Breeding Info

Gender Ratio

50% male
50% female

50% male / 50% female

Egg Groups

Monster, Field

Tags

Stage 2, Fully evolved

Creative Commons License [?]

Evolutionary Family

Gravendou
Gravendou
Base form
Cragendou
Cragendou
Level 18
Quarendou
Quarendou
Level 38

Flavor Info

Pokédex Entries

A Quarendou's bulk makes it a poorer climber than Gravendou or Cragendou, so they nest in rocky foothills and caves. Their flexible tails can grab large boulders and hurl them at intruders.


The sharp spines on Quarendou's body sometimes snap in tough battles, but they grow quickly. Sometimes a Quarendou will shatter its own spines to remove old weight and allow them to come back stronger.

Name Origin

quarry + coendou, a prehensile-tailed porcupine

Misc Data

  • Catch Rate: 45
  • Base Happiness: 50

Wild Held Items

  • 5% Sticky Barb

Pokédex Categories

Color

Gray

Body Shape

Quadrupedal Quadrupedal

Locations

Level-Up Moves

Level Move Type Class Power Acc PP Summary
1RL Spike Cannon Normal Physical 20 100% 15 Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
1 Fury Attack Normal Physical 15 85% 20 The target is jabbed repeatedly with a horn or beak two to five times in a row.
1 Tail Whip Normal Status 100% 30 The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
8 Rock Throw Rock Physical 50 90% 15 The user picks up and throws a small rock at the target to attack.
10 Horn Attack Normal Physical 65 100% 25 The target is jabbed with a sharply pointed horn to inflict damage.
13 Curse Ghost Status —% 10 A move that works differently for the Ghost type than for all other types.
21 Rock Blast Rock Physical 25 90% 10 The user hurls hard rocks at the target. Two to five rocks are launched in a row.
24 Rapid Spin Normal Physical 50 100% 40 The user performs a spin attack that can also eliminate the effects of such moves as Bind, Wrap, and Leech Seed. This also boosts the user's Speed stat.
28 Protect Normal Status —% 10 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
36 Spikes Ground Status —% 20 The user lays a trap of spikes at the opposing team’s feet. The trap hurts Pokémon that switch into battle.
41 Spire Lance Rock Physical 70 100% 15 The user lunges and stabs at the target with a strong, fine-pointed rock that easily pierces through the target's items and abilities.
47 Stealth Rock Rock Status —% 20 The user lays a trap of levitating stones around the opposing team. The trap hurts opposing Pokémon that switch into battle.
56 Stone Edge Rock Physical 100 80% 5 The user stabs the target with sharpened stones from below. Critical hits land more easily.
61 Horn Drill Normal Physical * 30% 5 The user stabs the target with a horn that rotates like a drill. The target faints instantly if this attack hits.

TM/HM Moves

# Move Type Class Power Acc PP Summary
010 Hidden Power Normal Special 60 100% 15 A unique attack that varies in type depending on the Pokémon using it.
011 Sunny Day Fire Status —% 5 The user intensifies the sun for five turns, powering up Fire-type moves.
015 Smart Strike Steel Physical 70 —% 10 The user stabs the target with a sharp horn. This attack never misses.
017 Protect Normal Status —% 10 Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
023 Smack Down Rock Physical 50 100% 15 The user throws a stone or similar projectile to attack an opponent. A flying Pokémon will fall to the ground when it’s hit.
026 Earthquake Ground Physical 100 100% 10 The user sets off an earthquake that strikes every Pokémon around it.
028 Dig Ground Physical 80 100% 10 The user burrows, then attacks on the next turn. It can also be used to exit dungeons.
032 Avalanche Ice Physical 60 100% 10 An attack move that inflicts double the damage if the user has been hurt by the target in the same turn.
035 Sandstorm Rock Status —% 10 A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
044 Rest Psychic Status —% 5 The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
045 Sleep Talk Normal Status —% 10 While it is asleep, the user randomly uses one of the moves it knows.
048 Rock Slide Rock Physical 75 90% 10 Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.
050 Substitute Normal Status —% 10 The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
069 Heavy Slam Steel Physical * 100% 10 The user slams into the target with its heavy body. The more the user outweighs the target, the greater the move’s power.
PX06 Diamond Claw Rock Physical 50 90% 10 The user attacks with diamond-hard claws. The user may use any remaining tough minerals to raise its Attack stat.
PX09 Aftershock Ground Physical 70 100% 10 The user strikes the ground and causes a series of tremors that shake the target over two turns.
PX21 Rocky Rebuff Rock Status 100% 20 The user bolsters its imposing defenses, raising the user's Defense but lowering the target's Attack.
PX22 Sandblast Ground Physical 55 95% 10 The user fires a high-pressure stream of sand at the target. It may also burn the target.
PX36 Mudslide Ground Special 60 100% 10 An attack move that inflicts double the damage if the user has been hurt by the target in the same turn.
PX52 Berry Share Normal Status —% 10 The user shares its held Berry with the target. The target is placated by the gift and may be easier to catch.
PX54 Clear Sky Normal Status —% 5 The user clears the skies and calms the wind, returning the weather to normal.
PX55 Hidden Gift Normal Status —% 10 A unique attack that varies in effect depending on the Pokémon using it.
H01 Cut Steel Physical 65 95% 20 The target is cut with a scythe or a claw. Critical hits land more easily. It can also be used to cut down some obstacles.
H04 Strength Normal Physical 80 100% 15 The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders.
H08 Rock Smash Fighting Physical 40 100% 15 The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field.
H11 Rock Climb Normal Physical 90 85% 20 The user attacks the target by smashing into it with incredible force. This may also confuse the target.
H12 Secret Power Normal Physical 70 100% 20 The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment.

Tutor Moves

Move Type Class Power Acc PP Summary
Amaze Normal Physical * 100% 15 The user amazes the foe with its coolness and then attacks. It grows in power the cooler the user is.
Ancient Power Rock Special 60 100% 5 The user attacks with a prehistoric power. This may also raise all the user’s stats at once.
Aqua Tail Water Physical 90 90% 10 The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
Body Press Fighting Physical 80 100% 10 The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target.
Confound Normal Special * 100% 15 The user confounds the foe with its cleverness and then attacks. It grows in power the cleverer the user is.
Dazzle Normal Special * 100% 15 The user dazzles the foe with its cuteness and then attacks. It grows in power the cuter the user is.
Demolish Normal Physical * 100% 15 The user frightens the foe with its toughness and then attacks. It grows in power the tougher the user is.
Drill Run Ground Physical 80 95% 10 The user crashes into its target while rotating its body like a drill. Critical hits land more easily.
Earth Power Ground Special 90 100% 10 The user makes the ground under the target erupt with power. This may also lower the target’s Sp. Def.
Endure Normal Status —% 10 The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Enthrall Normal Special * 100% 15 The user enchants the foe with its beauty and then attacks. It grows in power the more beautiful the user is.
Facade Normal Physical 70 100% 20 An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
Giga Impact Normal Physical 150 90% 5 The user charges at the target using every bit of its power. The user can’t move on the next turn.
Hard Press Steel Physical * 100% 10 The target is crushed with an arm, a claw, or the like to inflict damage. The more HP the target has left, the greater the move's power.
Hyper Beam Normal Special 150 90% 5 The target is attacked with a powerful beam. The user can’t move on the next turn.
Iron Defense Steel Status —% 15 The user hardens its body’s surface like iron, sharply raising its Defense stat.
Iron Head Steel Physical 80 100% 15 The user slams the target with its steel-hard head. This may also make the target flinch.
Iron Tail Steel Physical 100 75% 15 The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
Rock Polish Rock Status —% 20 The user polishes its body to reduce drag. This can sharply raise the Speed stat.
Stomping Tantrum Ground Physical 75 100% 10 Driven by frustration, the user attacks the target. This move's power is doubled if the user's previous move failed.
Superpower Fighting Physical 120 100% 5 The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.

Egg Moves

Move Type Class Power Acc PP Summary
Bide Normal Physical * —% 10 The user endures attacks for two turns, then strikes back to cause double the damage taken.
Boulder Crash Rock Physical 130 90% 10 The target is crushed when the user falls on top of it. If it misses, the user is hurt instead.
Defense Curl Normal Status —% 40 The user curls up to conceal weak spots and raise its Defense stat.
Double-Edge Normal Physical 120 100% 15 A reckless, life-risking tackle. This also damages the user quite a lot.
Icicle Spear Ice Physical 25 100% 30 The user launches sharp icicles at the target two to five times in a row.
Megahorn Bug Physical 120 85% 10 Using its tough and impressive horn, the user rams into the target with no letup.
Pin Missile Bug Physical 25 95% 20 Sharp spikes are shot at the target in rapid succession. They hit two to five times in a row.
Rock Tomb Rock Physical 60 95% 15 Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement.
Toxic Spikes Poison Status —% 20 The user lays a trap of poison spikes at the opposing team’s feet. They poison opposing Pokémon that switch into battle.

Field Moves

Move Type Summary
Cut Steel

Cuts down skinny trees and thick patches of overgrowth that block paths.

Dig Ground

If the player is inside of a cave, immediately returns the player to the cave entrance they last used, as an Escape Rope.

Rock Climb Normal

Allows the trainer to scale rough, steep paths to reach high places, and to climb back down safely.

Rock Smash Fighting

Shatters small boulders and cracked walls that may bar the path, sometimes revealing an item or a wild Pokémon.

Secret Power Normal

Creates an empty Secret Base in a suitable location.

Strength Normal

Allows the trainer to push heavy boulders that may block the path.

Other Official Images

(click thumbnail to enlarge.)

Shiny Quarendou
Shiny version.

Design History

(click thumbnail to enlarge.)

Quarendou 1.0 (c. 2009)
Probably the best of the original version of the line; the spines are still busy but not as bad as Cragendou, since the different colors help break things up a bit. It still looked fairly messy, though, and the legs are probably too long.
Quarendou 1.5 (2013)
This artwork was never finished, which is why there's no shading. I tried to make its pose and expression more interesting while keeping a similar style for the spines, but the positioning of the latter came out wonky and inconsistent, the legs are still too long, and the head and tail feel a little 'naked' to me.
Quarendou 2.0 (2015)
This version has the more squat look I'd wanted to move toward, a lot of spines without looking crooked or too busy, and does a much better job with the shoulder/hip spines than 1.5 does.