Lizard (Backwater)

What it is

A rare-rarity Backwater hull — the middle weight class in the four-hull Backwater roster (Batwing uncommon, Caiman uncommon, Lizard rare, Killer Croc legendary). Rotating chassis with 3 weapon slots, the rifle starting weapon, and the family-standard front-loaded heat curve at the standard Backwater 12 buildup / 10 cooldown values. Sits between Caiman (uncommon, 2 slots, 180 HP) and Killer Croc (legendary, 4 slots, 290 HP) on the family ladder, sharing the 0.36 exponential drag and 0.14 turn rate that define the Backwater drive profile. Renders at native 1.0× sprite scale. Carries the baseline jack-of-all passive (no per-hull override), and its ★5 entry uses the minimal four-field delta override form.

Identity

FieldValue
Hull keyBackwater_Lizard
Display nameLizard
Hull faction prefixBackwater
Faction (enum)solaris (baseline fallback)
Rarityrare
Display gradeA
Rarity nameRare
Outline color44aaff
Accent color2288dd
Ship classmedium
Starting weaponrifle L1
Passive IDjack_of_all

The faction data field reads solaris because every hull inherits BASELINE_STATS.faction and no per-hull override changes it; the Backwater grouping is the prefix on the hull key, used by the sprite folder and rarity table. The rare tier maps to the blue outline color (#44aaff) baked into the v5 sprite asset.

Star-1 stats

StatValue
HP200
Shield80
Armor4
Speed140
Acceleration180
Drag0.36
Turn rate0.14
Weapon slots3
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup12
Heat cooldown10
Heat curvefront_loaded
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.0
Starting weaponrifle L1

Star deltas

Stat★1★5
HP200250
Shield80100
Armor45
Weapon damage %1012.5

The ★5 override pins only the four numerics above — every other field falls back to the ★1 value via the s5Val ?? s1Val defaulting rule. Lizard has no per-hull ★2/★3/★4 pin entries, so intermediate stars lerp linearly between the two endpoints (lerp factor t = (star − 1) / 4):

StarHPShieldArmorWeapon damage %
★120080410
★2212.5854.2510.625
★3225904.511.25
★4237.5954.7511.875
★5250100512.5

Star tier never changes the starting weapon (always rifle L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count (3), speed, acceleration, drag, turn rate, or any heat field — only the four lerped numerics above plus the mod backpack grid size.

StarXP required (cumulative dupes)Mod backpack gridGrid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Drive feel

FieldValue
Rotatestrue
Fixed angle (deg)0
Accel curvelinear
Drag curveexponential
Stop shake intensity0
Heat shake intensity0
Heat shake threshold0.85
Stop spring amount0

Free-rotating chassis with linear thrust ramp and an exponential drag profile — when thrust is released, velocity multiplies by a constant factor each frame, producing the characteristic “space drag” coast where the ship bleeds speed quickly off the top end and asymptotically approaches zero. All four Backwater hulls share this 0.36 / exponential drag combination. The heat curve runs at the Backwater-standard 12 buildup / 10 cooldown with a front-loaded shape (peak boost early in the heat ramp, falling off as heat approaches burnout), so the overheat-boost loop engages reliably under sustained fire.

Hitbox

Custom convex polygon (no octagon fallback). Normalized to the sprite content box on a ±0.95 / ±0.69 envelope — wider than tall — and applied at native 1.0× sprite scale.

PropertyValue
SourceHULL_HITBOXES[‘Backwater_Lizard’]
Vertex count16
X range-0.950 to 0.950
Y range-0.690 to 0.690

Vertices (x, y):

#XY
1-0.1950.690
2-0.3770.664
3-0.6640.560
4-0.7160.534
5-0.7420.508
6-0.9500.013
7-0.950-0.013
8-0.742-0.508
9-0.716-0.534
10-0.351-0.664
11-0.195-0.690
12-0.065-0.690
130.924-0.221
140.950-0.195
150.9500.221
16-0.0650.690

Passive

FieldValue
Passive IDjack_of_all
Passive nameJack of All Trades
Effect+{value}% to all stats
Stat targetall
Is percenttrue
Values per rank (1–5)3, 6, 10, 15, 22

The default baseline passive (no per-hull override). Applies a percent buff to all stats at run start, scaling with passive rank. Tier scaling moves with the passive rank roll, not with stars on the same copy.


EXTRACT-CANDIDATE

  • Backwater family signature: front-loaded heat with 12/10 buildup/cooldown. Three of the four Backwater hulls (Caiman, Lizard, Killer Croc) pair front_loaded with 12 buildup / 10 cooldown; only Batwing zeros out both numbers despite declaring the same curve type. Lizard is the rare-tier mid-rung example of the active configuration. Worth a canonical “Backwater heat profile” paragraph on gameplay/ships.md documenting the family-wide pattern and the Batwing exception.
  • Rare-tier outline color reference. Lizard is the first per-entity page in the wiki at the rare tier (A grade, 44aaff blue outline). Other tiers documented so far: uncommon (B, 50ff78 green — Batwing), legendary (L, ffaa00 orange — Killer Croc). A canonical rarity-to-color/grade/name table on gameplay/ships.md would let entity pages reference it instead of re-pasting the row.
  • Minimal-delta ★5 override form. Lizard’s ★5 entry pins only four fields (hp, shield, weaponDamagePct, armor) and relies on the s5Val ?? s1Val defaulting in getShipDef for the other ~35 fields. Same compact shape as Caiman and Killer Croc; contrasts with the verbose pattern used by Ancients Rune / Batwing that re-asserts dozens of unchanged baseline fields. Already flagged on Bomber, Cargo, and Killer Croc pages — Lizard reinforces the case as the rare-tier example, and the case for a one-shot mechanical pruning pass continues to strengthen.
  • No per-star pin entries at all. Lizard is absent from SHIP_STATS_S2, SHIP_STATS_S3, and SHIP_STATS_S4, so the lerp runs straight from ★1 to ★5 with no breakpoints. This is the cleanest data shape in the roster — pure two-endpoint hull with the minimal-delta override. Worth flagging on gameplay/ships.md as the recommended authoring pattern for new hulls that don’t need mid-star pivots.
  • jack_of_all baseline passive on a rare hull. Lizard inherits the +3/6/10/15/22% all-stats baseline passive — no hull-specific passive override despite the rare tier. Same shape as every other documented hull so far; the design intent (per-faction passives shipping later vs. baseline as the permanent fallback) is still undocumented. Recurring extract candidate — should be resolved on gameplay/ships.md with a single design-intent paragraph.
  • Hull faction prefix vs faction enum field. Repeats the cross-page flag: the faction data field is solaris for every hull including this Backwater rare, and the actual faction grouping is the prefix on the hull key. Canonical paragraph on gameplay/ships.md is now overdue across at least five entity pages.
  • Wider-than-tall hitbox. Lizard’s hitbox runs ±0.95 on X and ±0.69 on Y — a markedly wider-than-tall footprint, in contrast to Batwing’s near-square ±0.79 × ±0.95. Combined with the rifle starting weapon (forward-cone fire), the collision profile favors lateral exposure on broadside contact. Worth a sanity-check on gameplay/physics.md against the canonical hitbox catalog and a possible “hitbox aspect-ratio audit” entry on gameplay/ships.md.