Skip to main content
Maushold - PokéScribe Field Guide official artwork
PokéScribe Field Guide · No. 04

Maushold — Friend Guard support, recruit on sight

Eleven pounds of rodent, a Jolly chassis, and a 25% tax on every KO calc your opponent ran in team preview. Friend Guard on a 111 Speed body — the cleanest support glue in Pokémon Champions Regulation M-A, and the slot most teams are still under-valuing.

Eleven pounds of rodent, a Jolly chassis, and a 25% tax on every KO calc your opponent ran in team preview. Friend Guard on a 111 Speed body — the cleanest support glue in Pokémon Champions Regulation M-A, and the slot most teams are still under-valuing.

Subscribe to the channels

Key Points

  • Friend Guard rewrites every KO calc your opponent ran in team preview. That's a debuff to their math, not a buff to your team.
  • Follow Me on a 111 Speed Pokémon without needing Prankster is the cleanest redirect in Champions. The Speed tier is the entire reason this rodent beats other redirectors for slot priority.
  • Default kit: Follow Me / Super Fang / Protect / Taunt. Chople Berry, Jolly nature, 252 HP / 4 Def / 252 Spe. Build the team around the slot, not the slot around the team.

Overview

Recruit on sight. The Family of Four is at the upper end of Regulation M-A usage and it's not because anyone thinks the eleven-pound rodent is going to win a damage trade. It's there because Pikalytics has 93.8% of competitive sets running Friend Guard, 96.8% running Follow Me, and 79.7% running Super Fang. That's not a Pokémon being explored on the ladder — that's a Pokémon that has been solved, and the solve is to plant it next to your win condition and shrink every incoming damage roll by a quarter. The rest of the kit is texture. Notebook open. This is Field Guide, entry four.

Friend Guard rewrites every KO calc your opponent ran in team preview. That's a debuff to their math, not a buff to your team.
VGC GAME
Pokémon Champions — Switch & Switch 2

Pokémon Champions — Switch & Switch 2

Standalone competitive battle game · Online ranked + replays

$59.99
Shop on Amazon

Affiliate link. We may earn a commission at no extra cost to you.


Why this slot exists

Pokémon Champions, Reg M-A, is a damage-roll format. Most games are decided by whether a single hit clips the OHKO line or sits one percent below it. Garchomp dies to an Ice Beam at zero investment. Floette-Eternal eats two-shots from Choice Specs Tornadus. Sneasler is a Sash check away from getting clean-swept by priority. The KO calcs your opponent ran in team preview are the calcs they actually need to land — and Maushold is the slot that makes those calcs miss.

Friend Guard isn't a buff to your team. It's a debuff to the math their team was built on. Every damage line they planned around assumed a clean roll into your attacker. Drop Maushold into the back half and the assumed roll suddenly comes in 25% lower, and the second hit they were going to need has to come from somewhere they didn't budget for. That's the gap. That's the entire pitch.


What the spread tells you

The base numbers are mediocre on paper and decisive in practice. HP 74. Attack 75. Defense 70. Special Attack 65. Special Defense 75. Speed 111. A 470 base stat total that, in isolation, would never land a Pokémon in the top fifteen of a major regulation. The bottom line does the work. 111 Speed with a Jolly nature outpaces unboosted Garchomp, every common Sneasler set, Incineroar by a country mile, and most of the Pelipper variants currently running Drizzle on the ladder.

The rest of the spread isn't built to tank — it's built to be alive long enough to throw one Follow Me. The default ladder spread is 252 HP / 4 Defense / 252 Speed with a Jolly nature, and the Defense investment exists for one reason: there were four EVs left over and you have to put them somewhere. Bulk is not the plan. Speed is the plan, and the Speed tier is what unlocks every other piece of the kit.

Two cosmetic forms exist — Family of Three and Family of Four — and they are functionally identical at the competitive level outside of weight. The Family of Four is the default ladder pick because it's statistically more common in the wild and because most published builds list it. Ship the form you want; the math doesn't change.

Signature Ability

Friend Guard

While Maushold is on the field, every damage roll against an ally is reduced by 25%. The reduction is multiplicative and applied after STAB, after super-effective math, after weather, after Helping Hand, after every other modifier in the calc. No setup. No item. No conditional. The ability ticks because Maushold exists.

This is one of the five most consequential abilities in the format and the line item the entire archetype is built around. The Garchomp that gets one-shot by an Ice Beam at 0/0 bulk now lives at roughly 25% with Friend Guard active. The Floette-Eternal that eats a two-shot from Specs Tornadus now survives the first hit and wins the speed war on the second. Friend Guard does not change the type chart, does not change the move list, does not change the matchup card on the loading screen. It changes the damage roll, and damage rolls are where most VGC games are actually decided.

The stacking math is the part that gets undersold. Because the reduction applies after every other modifier, it's hitting the largest version of the number every time. A 4x super-effective hit boosted by Helping Hand under sun is the worst-case calc you can show a teammate — and Friend Guard takes a quarter off that final number, not the base power. The bigger the threat, the bigger the value the ability is printing.

A note on the alternative. Technician is the second ability and shows up on roughly 5% of competitive sets, almost exclusively on Population Bomb builds. We'll cover that one separately at the bottom of the kit; for the support role that defines this Pokémon's metagame share, Friend Guard wins by an order of magnitude. Cheek Pouch exists as the third ability slot and sees zero competitive play.


The moveset

Follow Me Normal
+2 priority. Redirects every single-target attack on the field to Maushold for the rest of the turn. The non-negotiable slot — 96.8% set inclusion.
BP
PP
20
ACC

Slot one is locked. With 111 Speed and a Jolly nature, Maushold rarely needs the priority — it's already firing Follow Me before the opponent gets to move. The +2 only matters in two specific spots: the Maushold mirror, and the Amoonguss Rage Powder mirror. Higher priority resolves first when Speed ties or when Trick Room is on the field, and those are the turns the priority tag earns its keep.

The application is the same every game. The opposing player commits a Close Combat, an Earthquake, a Shadow Ball, a Choice-locked attack — and the move flies into a body that has already dropped a 25% damage reduction across the rest of your side. Their offensive turn doesn't connect with the target it was budgeted to delete. Your damage dealer takes a chip, your wincon stays at the threshold it needed, and the turn count on your side ticks one cleaner than theirs. That is what the slot does. Every game. Every turn it's alive.

Super Fang Normal
Halves the target's current HP. Ignores Defense, Special Defense, type matchup, and screens. There is no calc — the move just deletes half the bar.
BP
PP
10
ACC
90

Slot two, and the move that converts the impossible KO calc into the automatic one. Super Fang doesn't care about the target's bulk profile, doesn't care about screens, doesn't care about defensive investment, doesn't care about the type chart. It cuts the current HP bar in half at 90% accuracy and hands the cleanup to the next attacker in your bracket.

The application is timing-dependent. Maushold has to move before its damage-dealing partner — firing Super Fang into a target that's already eaten a 70% roll gives you a 35% target instead of a fresh 50% one, and the math gets worse from there. With 111 Speed and a Jolly nature, Maushold is the faster half of almost every reasonable pairing in the format, so the order takes care of itself without thought. The calc that opens up: Garchomp can't normally one-shot a max-HP Tyranitar through Sand bulk, but it absolutely can after a Super Fang chip strips the bar to 50%. That is the line item Super Fang is on the kit to enable.

Read the immunity list carefully — Super Fang is a Normal-type move, so Ghost-types ignore it entirely. Sinistcha, Polteageist, Gengar, and the rest of the Ghost half of the format are immune. Click into the right side of the field, not the wrong one.

Protect Normal
Default fourth slot doing more work than usual. Every Protect turn is another tick of Friend Guard for the partner's setup or cycle window.
BP
PP
10
ACC

Slot three is Protect, and the only reason it's worth talking about is that the move does more here than on most kits. Every turn Maushold is on the field, the ability is ticking. Protect lets the rodent stay on the field through a turn it would otherwise eat a double-target line — Sneasler Dire Claw plus partner U-turn, mirror Garchomp Earthquake into your own Garchomp, Choice-locked Specs Hurricane redirected by board state. Eat the Protect turn, save the Friend Guard tick, click Follow Me again next turn.

It also wastes a Choice Band lock cleanly. Paired with Follow Me on alternating turns, you get two-turn windows where Friend Guard ticks while your partner sets up, removes a threat, or fires the calc-defining attack. Default move. Pikalytics has 90.3% of sets running it. Don't drop it.

Taunt Dark
Three turns of "no status moves." 111 Speed without Prankster lands Taunt before Tailwind, before Trick Room, before Will-O-Wisp, before the opposing Maushold's Follow Me.
BP
PP
20
ACC

Slot four is the contested one, and Taunt is the most defensible answer. Roughly 46% of competitive sets carry it over Helping Hand, Encore, Feint, U-Turn, or Rain Dance — all of which see play, all of which solve specific matchups, none of which are as broadly useful as a fast Taunt without a Prankster prerequisite.

The list of formats where a non-priority Taunt at 111 Speed is genuinely meaningful is short, and Champions Reg M-A is on it. The targets line up cleanly. Talonflame wants to fire Tailwind on turn one — Taunt eats the Tailwind. Farigiraf wants to set Trick Room on turn one — Taunt eats the Trick Room. Incineroar wants to click Will-O-Wisp into your physical attacker — Taunt eats the Wisp. The opposing Maushold wants to throw Follow Me — Taunt eats the redirect. The slot is shutting down the entire opening turn of half the matchups in the format for one move click.

The other live options for the slot, in order of pick rate. Encore is the alternative if you're worried about Trick Room or Tailwind setters that outpace you and you need to lock them into the wrong move on turn two. Helping Hand is the pick if your team needs a damage amp more than disruption — it pairs especially cleanly with Garchomp lines that want one extra calc point to lock the OHKO. Feint shows up on Perish Song shells where the Protect-break matters more than the status-shutdown. The default is Taunt unless you have a specific reason to pick something else.


The headline number

It's 25%. That's the entire spine of the script. Friend Guard reduces every ally damage roll by a quarter while Maushold is on the field. Multiplicative. Applied after every other modifier. Every turn. No setup, no item, no hidden conditional. The opposing player built their team in a calc lab where Garchomp dies to one Ice Beam. You showed up and made Garchomp die to one Ice Beam plus 33% follow-up damage — damage they have to find from somewhere else on a turn you might also be Following Me. That's the gap. That's the line item that justifies the entire kit.

Friend Guard isn't a buff. It's a recalibration of every damage roll your opponent prepped for.
— Field Guide

Don't read the pull-quote as flavor. Read it as the reason the ability sits on 93.8% of competitive sets and the reason the eleven-pound rodent is in the regulation conversation at all. It is a mathematical edit to the game state, applied for free, every turn, as long as Maushold is on the field. The ability is the slot, the slot is the team, the team is the format share.


The partner core

Maushold doesn't carry teams. It enables them. The four most-used partners in Regulation M-A line up in a clean order: Garchomp at roughly 52% co-usage, Floette-Eternal at 42%, Incineroar at 39%, and Sneasler at 38%. Each pair tells a different story about what the ability is doing on the team.

Garchomp loves Friend Guard because it's a glass-cannon with no defensive investment — every damage roll is a potential KO it would rather survive, and the 25% chip is the difference between a Dragon clicking another Earthquake and a Dragon dying before it can. Floette-Eternal is the textbook bulky Fairy that needs a redirector to set up Helping Hand or fire Moonblast through a turn it would otherwise eat priority. Incineroar pairs because Fake Out plus Follow Me is a two-action stop button on most lead pairs in the format. Sneasler is the fastest physical attacker in the regulation that benefits from Friend Guard's chip on Choice Band roll lines — the Sash-or-Band lead suddenly survives the priority shot it was supposed to lose to.

Synergy partners
  • Garchomp — 51.9% co-usage. Glass-cannon Dragon that lives one extra hit per turn the rodent is alive.
  • Floette-Eternal — 42.1%. Bulky Fairy redirector pair, Helping Hand windows.
  • Incineroar — 39.0%. Fake Out + Follow Me is the format's cleanest stop button.
  • Sneasler — 38.2%. Fastest physical attacker, Choice Band roll lines that finally hold.
Hard counters
  • Sneasler — Close Combat one-shots through anything but Chople Berry.
  • Mega Heracross — Skill Link, Pin Missile or Close Combat math, no answer.
  • Kommo-o — Drain Punch through Friend Guard still kills.
  • Choice Band Kingambit — Sucker Punch priority, no resist line.

Right column is the threat list. Anything that one-shots through Friend Guard on a Maushold is bad news, and the four names above are the ones that show up on top-cut lists with enough frequency to matter. Each is a Fighting or Dark click that either bypasses the 25% reduction with raw output or strips Maushold's defensive item before the calc gets a chance to run.

Chople Berry buys one Fighting hit and is the answer to three of the four entries. Focus Sash buys one of anything and is the answer to the Kingambit Sucker Punch line. Both items are the reason Maushold has a defensive plan against this list at all — the bulk numbers absolutely will not save you. We'll cover the item slot in detail below.


Type matchup

The chart is short. Maushold is pure Normal — immune to Ghost, weak to Fighting, neutral to everything else. The Ghost immunity is genuinely relevant in Champions: Gengar, Sinistcha, Polteageist, and Mismagius all run heavy Ghost STAB, and Maushold flips into the field as a free swap on any of them. The Fighting weakness is the entire reason the Chople Berry slot exists. Sneasler, Kommo-o, Mega Heracross, and Iron Valiant all carry Close Combat or Drain Punch lines that need to be respected, which is why Maushold's most common defensive item is a single-use Fighting resist berry rather than any kind of bulk investment.

Cover the Fighting hole on your own side. Farigiraf with Armor Tail blocks Sneasler Fake Out and Sucker Punch and threatens Twin Beam back through Sneasler's Focus Sash. Talonflame's Flying STAB cooks Fighting types from the sky. Sinistcha's Strength Sap recovers off any chip from a missed Fighting hit. Pick one, slot it next to the rodent, and the matchup card on team preview gets a lot less scary.

Immune to
Ghost
Weak vs.
Fighting

That's the entire chart. Mono-Normal is the simplest defensive profile in the format — one weakness, one immunity, every other matchup at clean neutral. The simplicity is the design. You always know what kills Maushold, you always know what it walls, and you build the team around the one Fighting answer it needs without overthinking the matchup spread.


Item slot

Three live picks, each pointed at a different matchup plan.

Recommended item

Chople Berry

Default by a mile at 45.5% usage. Cuts the first super-effective Fighting hit by 50% — the difference between Maushold dying to a Sneasler Close Combat and Maushold living to throw one more Follow Me. Focus Sash at 28% usage is the breadth pick — guarantees survival from full HP through any single hit, including Specs Tornadus Hurricane or a Sucker Punch read. Sitrus Berry at 9% is the niche option for Helping Hand sets where you expect the rodent to take two non-lethal hits across three turns.

The argument for Sash is breadth. The argument for Chople is that Sneasler is the most-played threat in the format and Sash gets stripped by chip from sand, hail, or any previous-turn damage. Pick Chople unless your team already has a Sash on someone who needs it more — in which case slide Maushold to Sash and accept the matchup tradeoff against Sneasler specifically.


A note on the offensive build

Technician plus Population Bomb is the offensive archetype, and it's a real ladder pick on the home cartridge format where Wide Lens exists. In Pokémon Champions, Wide Lens isn't legal as of April 2026, which means Population Bomb does its 90% accuracy check ten separate times per click. The full ten-hit chance is roughly 35%, and the average lands somewhere between six and seven hits. Without the Lens, the math doesn't favor offensive Maushold, which is why 95% of Champions sets are running the support kit instead of the punch one.

If Wide Lens ever lands in the regulation, Technician Population Bomb at 30 BP per hit times STAB across ten hits clocks in at roughly 450 base power, and the conversation on this Pokémon changes overnight. Until then: support build. King's Rock is the off-meta pick if you want a flinch-machine variant — every Population Bomb hit gets its own 10% flinch roll, which stacks chances multiplicatively across hits. Cute. Not optimal.

For natures and EVs: Jolly at 67% usage is the default — boosts Speed, lowers the unused Special Attack, locks the Speed tier the entire kit is built around. Impish at roughly 25% is the bulky-redirector pick that boosts Defense for a slightly better Sneasler matchup at the cost of speed-tying the format's other 111 Speed Pokémon. The remaining 8% is split across Adamant Population Bomb sets and a handful of Calm-nature support builds. EVs are 252 HP / 4 Defense / 252 Speed in the overwhelming majority of cases — the four-EV Defense investment exists only because the leftover EVs need a home.


Build template

Build template
Maushold (Family of Four) @ Chople Berry
Ability: Friend Guard
Level: 50
Tera Type: Ghost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Follow Me
- Super Fang
- Protect
- Taunt

Tera Ghost is the defensive call. The Tera preserves the Fighting resistance the Chople Berry already covered, adds a clean Normal immunity, and flips the matchup against Mach Punch and Sucker Punch priority lines that would otherwise close out the rodent before the next Follow Me. It also makes the Ghost-type matchup symmetric — Sinistcha and Gengar can no longer threaten the rodent at all, and Maushold becomes an unconditional pivot into the support half of the format.

Notebook · 04

Build the team around what Maushold lets your wincon survive.

  • Friend Guard rewrites every KO calc your opponent ran in team preview. That's a debuff to their math, not a buff to your team.
  • Follow Me on a 111 Speed Pokémon without needing Prankster is the cleanest redirect in Champions. The Speed tier is the entire reason this rodent beats other redirectors for slot priority.
  • Default kit: Follow Me / Super Fang / Protect / Taunt. Chople Berry, Jolly nature, 252 HP / 4 Def / 252 Spe. Build the team around the slot, not the slot around the team.

The companion piece

This guide is the first half of a two-part support backbone breakdown. The Sinistcha field guide covers the recovery half of the same shell — Hospitality giving teammates a quarter-HP heal on switch-in, Strength Sap turning physical attackers into chip damage, and a Tera type that flips the Fire weakness into a matchup advantage. If Maushold is the redirector that edits incoming damage before it lands, Sinistcha is the engine that recovers what does. Both pieces in one shell is what's winning Pokémon Champions ladder games right now.

For the offensive half of the same conversation, the Garchomp field guide covers the Dragon that benefits most from the 25% damage reduction the rodent is printing — including the exact Earthquake calcs that open up after a Super Fang chip. Read those next. Bring a Fighting answer. Notebook closed.


Related coverage

If this was useful, here is the rest of saavage.com's coverage on this beat: Whimsicott — Prankster Encore controls the clock, Sinistcha — Field Guide, Mega Golurk — The 159-Attack Trick Room sweeper that punches through Protect, and Gengar — The Perish Trap lead that counts down the room.