Mare Do Well (Funbox)

Batmare

## Description

**The Mysterious Mare Do Well**, also known as simply **Mare Do Well**, is a superhero pony with an alter ego created by Twilight Sparkle, Applejack, Fluttershy, Rarity, and Pinkie Pie. She wears a superhero costume, with a hat and a dark purple cape, with a brooch with the letter M. Her first and only appearance was during the season 2, in the episode *The Mysterious Mare Do Well*, in which she does heroic acts and always being one hoove ahead of Rainbow Dash, who was being very presumed by such acts, and her friends decided to teach her a lesson against it. Through their efforts, Rainbow Dash learns the importance of grace and humility, all thanks to The Mysterious Mare Do Well!

*There are rumors that Mare Do Well watches every night for crimes and thugs... It's a mystery!*

## Abilities

**Passive**

Mare Do Well's melee attacks hit all enemies connected by medigun beams and reveal cloaked & disguised Spies.
* Attacking Spies who have the Dead Ringer ready will still fake their death and make them invisible.
* However, hitting a Dead Ringer Spy who is already invisible will force him to uncloak before he takes the damage, causing him to take the full melee damage instead of it being reduced by the watch.

Mare Do Well's main mobility tool is **Teleport**.

* Activation: **Secondary Attack** (Mouse2)
* Cooldown: 7.5s

Mare Do Well has access to **Weighdown**.

**Main Rage** costs 100% rage. It is activated by the **Medic Call** key (E by default).

Mare Do Well receives a 100% chance to dodge incoming damage for 8 seconds and a speed boost for 4 seconds. The dodge effect is indicated by the Bonk! Atomic Punch effect.
Additionally, Mare Do Well gains up to 3 Point Teleport charges.
* Activation: **Reload** (R)
* Range: 2000 HU

Mare Do Well can only hold a maximum of 3 PT charges at any given time.
**Spellblock** - Activating the Rage prevents enemies from casting spells.

Mare Do Well needs to receive 3000 damage in order to get from 0% rage to 100% rage.
## Weapon Attributes

Third Degree | +210% damage bonus
-30% reduction in push force taken from damage
+100% greater jump height when active
-30% reduction in airblast vulnerability
On Hit Spy: Reveal cloaked Spy
On Hit Spy: Reveal disguised Spy

## Fighting

### Strengths

*Please contact the wiki managers if you wish to help complete this article.*
### Weaknesses

*Please contact the wiki managers if you wish to help complete this article.*
### Battling as Mare Do Well

Mare Do Well has one of the highest jump advantage out of all bosses, which can be used to goomba unwary opponents or reach places no other boss can normally reach easily. Their rage also grants invulnerability and a speed boost, as well as three Point Teleports. When playing as Mare Do Well, their high jump as well as their Point Teleports allow a greater maneuverability compared to other teleport bosses.

If you're being swarmed, try jumping and using weigh-down as you can land occasional goombas on those who aren't being careful of your jump height. However, be careful when you jump because you take more knockback while mid-air. When raging, your greatest weakness is knockback, as an airblasting pyro can negate any effective use of your rage. To counter this, use weigh-down so you don't get blasted as far back, and try to target others instead.

Using the Point Teleports allows you to pop anywhere in the map that you can see. You can use it to catch up to a fleeing player, or flank players by coming at them from an unexpected direction, like from the sky. One thing to note about the PT is that movement is conserved after usage; this means that if you were jumping, you would still be moving upwards if you teleported halfway through your jump. This is imporant, especially if you're receiving a lot of knockback from enemy players. One benefit of the PT though is that you can instantly teleport and swing, there's no delay in teleporting then attacking.

### Battling against Mare Do Well

Mare Do Well has stronger maneuverability compared to other teleport bosses, so be ever watchful for where they are. If you're fighting them up close, make sure you don't get too near and watch out for their high jump, which can goomba you if you're not careful. Their rage allows them to catch up to players with their speed boost so using knockback to keep them away is your way of surviving.

What makes Mare Do Well unpredictable is their ability to Point Teleport up to 3 times after using their rage. Be ever on guard and ready to react at a moment's notice after they rage because they can instantly teleport right next to you and kill you if you're not aware of their location. Counting the number of times they've used their point teleport can make it so that you know when they've used up all three, and when you can relax your guard slightly.

## Controls

* **LEFT MOUSE** fires your active weapon.
* Holding **RIGHT MOUSE** will charge the Teleport.
* **CALL FOR MEDIC** (E) activates the **Main rage**.
	+ **RELOAD** (R) uses the Point Teleport.
* **CROUCH** (Ctrl) will activate the Weighdown. (while mid-air and looking down.)

## Music

**Omnipony - The Mysterious Mare-Do-Well**

**Liquid - Changing Faces - Behind The Feeling (Instrumental)**

## Quotes

Mayor Mare: *"In honor of our city's greatest hero, the mysterious...Mare Do Well!" [Crowd Cheer]* - [Intro]