Sea Pony

Sea Horse

## Description

**Sea Pony** comes from the very first animated television special of *My Little Pony* franchise called **My Little Pony: Rescue at Midnight Castle (1984).**

*This Sea Pony has appeared out of nowhere to aid the other ponies who got lost in the world of the mercenaries... Wait a second, how are they even here? Where's this water coming from?!... Merasmus! Get your spectral ass out here!*

*Work in Progress?*

## Abilities

**Passives**

The whole map is filled with water for the duration of the round. RED players cannot drown in this water.
When the round starts with an Engineer on RED, the water effect is the Meramus' Jarate Pool for the Sentries' scan properties to work properly. Once all Engineers die or the round started with no Engineers, the water effect changes to normal water.
All Scouts can use Sandman's ball and Wrap Assassin's bauble. They can also drink Bonk! Atomic Punch and Crit-a-Cola.
All Soldier primaries receive a permanent mini-crit boost.
All Pyros receive a 75% damage boost to their secondary, and a 50% damage boost to their melee weapon to compensate for their primary being useless.
The Thermal Thruster, Gas Passer, and all flareguns are replaced with a modified Shotgun, which has different stats than the normal Shotgun on the server. For more details, see the weapon stats section below.
All Heavies are stunned when they eat their consumable, as one can't taunt underwater. This stun forces the Heavy to instantly switch weapons, upon stun, to his melee. If he has any melee weapon with hp drain (GRU), it instead forces him to switch to his minigun, which causes it to rev-up while stunned.
When Heavy equips the Dalokohs Bar he receives a permanent +75 max hp increase for the rest of the round. The healing of the consumables is modified, Dalokohs Bar heals 25 hp per tick, while Sandvich heals 75 hp per tick. (Second Banana did not exist at the creation of this boss.)
All sniper rifles deal 25% less damage.
The Huntsman and the Fortified Compound are replaced by the stock Sniper Rifle.
All Spy revolvers deal double damage.
These next weapons are useless because their utility doesn't work underwater: Mad Milk, Flying Guillotine, B.A.S.E. Jumper, Eureka Effect's teleport taunt and Jarate.
When there are 5 or less players left alive, the boss gains 2% rage per player each second. (Highest being 10% rage per second.)
**Main Rage** cost 100% rage.

You spawn a ring of 20 sea ponies that revolve around the position where you used the ability. The sea ponies explode upon contact with a player or a wall, dealing 120 base damage (affected by distance modifiers). The ring of sea ponies expands, as their speed increases from 200 Hu/s to 3800 Hu/s over a duration of 20 seconds, after which they despawn. The ring is always released in the direction you're looking, meaning that it can be angled as needed.
You need to receive 3000 damage in order to get from 0% rage to 100% rage.
**Special Rage** cost 40% rage.

You spawn a scallop that chases the enemy you're directly looking at, trapping them when caught. If no enemy is being targeted, the scallop will chase the closest enemy to you instead. The scallop moves at the speed of 600 Hu/s. A player cannot be chased by more than one scallop at a time.
Once an enemy is trapped, they take 3 damage every 0.5 seconds. Trapped enemies cannot move, shoot, cannot be damaged by your attacks and cannot be healed by anything other than Quick-Fix's megaheal. Trapped enemies are freed when they become ubered by the stock medigun.
The scallop will despawn after 20 seconds of its lifetime, regardless if it trapped an enemy or not.
**Charge** is your special movement option.

Upon pressing secondary attack (mouse2 by default) you propel yourself forward at the speed of 1500 Hu/s for 1.5 seconds, maintaining full turning control.
After every Charge, you have to wait **10 seconds** before you can use it again.
## Weapon Attributes

### **Sea Pony**

Freedom Staff | +210% damage bonus
Wearer cannot ignite
-20% splash damage fall off
+300% damage vs buildings
-40% reduction in push force taken from damage
-27% damage penalty
-50% explosion radius

### **Replacement Shotgun given to Pyros**

Shotgun | +40% damage bonus
+40% clip size
+25% faster firing speed
+25% bullets per shot
20% faster reload time

## Miscellaneous

All Pyros with stock shotgun equipped before Sea Pony's round begins don't get the buffed shotgun that is equipped upon Gas Passer, Thermal Thruster or flareguns replacement.

All heavies with Dalokohs Bar start the round with 325 hp, although they have 375 max hp meaning they don't have full hp, however they are not allowed to use their Dalokohs Bar unless they lose hp. Getting the message "You are not allowed to eat at full hp." After the first time you use the Dalokohs Bar, you can use it at any hp.

## Controls

* **LEFT MOUSE** fires your active weapon.
* **RIGHT MOUSE** uses the Charge.
* **CALL FOR MEDIC** (E) activates the **Main Rage**.
* **RELOAD** (R) activates the **Special Rage**.

## Music

**Kingdom Hearts II Soundtrack - Isn't It Lovely (Atlantica)**

**Dire, Dire Docks - Super Mario 64 OST**

## Quotes

*"Shoo be doo! Shoo shoo be do!"* - Intro

[Water Bubbles] - Charge

[Nom] - Scallop Eating

*"If you need us again, just call!"* [Giggles] *"Thanks Sea Ponies!" "Shoo be doo! Shoo shoo be do!"* - Victory