Skewer (Junkrats)
What it is
An uncommon-rarity Junkrats two-slot brawler centered on the flame starting weapon and an aggressive acceleration-for-its-class profile. Ships with a 110 HP / 120 shield pool — sitting between the two commons (Stinger 90/95, Tank 196/65) and the uncommons (Drifter, Marco) — paired with the second-highest acceleration in the faction (175, behind only Pierre’s 235) and a 135 top speed that ties for second among Junkrats hulls (behind Pierre’s 145, ahead of Stinger/Drifter/Marco/Bomber at 130). Thin armor (2), a 1.3× sprite scale that matches Pierre’s medium-silhouette footprint, exponential drag for the standard “space coast” feel, and the heat system fully disabled (0 buildup / 0 cooldown) — so the overheat-boost loop never engages and damage scaling rides entirely on raw fire-rate and weapon-damage percentage.
Identity
| Field | Value |
|---|---|
| Faction | solaris |
| Hull faction tag | Junkrats |
| Rarity | uncommon |
| Display grade | B |
| Outline color | 50ff78 |
| Accent color | 38cc58 |
| Ship class | medium |
Skewer’s data faction reads solaris because every hull inherits the baseline-default faction; the Junkrats prefix on the hull-class key is the visual/sprite faction grouping used by the rarity table and the sprite folder. Rarity color is the uncommon green outline baked into the v5 sprite asset. Skewer is one of three uncommon-rarity Junkrats hulls (with Drifter and Marco) in the eight-hull faction roster.
Star-1 stats
| Stat | Value |
|---|---|
| HP | 110 |
| Shield | 120 |
| Armor | 2 |
| Speed | 135 |
| Acceleration | 175 |
| Drag | 0.40 |
| Turn rate | 0.14 |
| Weapon slots | 2 |
| Upgrade slots | 3 |
| Weapon damage % | 10 |
| Fire rate % | 5 |
| Heat buildup | 0 |
| Heat cooldown | 0 |
| Heat curve | linear |
| Burnout severity | 0.35 |
| Shield regen rate | 6 |
| Shield regen delay | 4 |
| HP regen | 0 |
| Melee mult | 1.0 |
| Luck | 8 |
| Magnet range | 130 |
| Currency bonus | 6 |
| Ship scale | 1.3 |
| Starting weapon | flame L1 |
Star deltas
Only four fields differ between the star-1 baseline and the star-5 endpoint:
| Stat | Star-1 | Star-5 |
|---|---|---|
| HP | 110 | 138 |
| Shield | 120 | 150 |
| Weapon damage % | 10 | 12.5 |
| Fire rate % | 5 | 6.3 |
All other star-5 fields re-assert the star-1 values — armor 2, acceleration 175, speed 135, drag 0.40, turn rate 0.14, weapon slots 2, ship scale 1.3, heat fields, regen fields, and every meta stat. No star-2 or star-3 pin entries exist for Skewer, so intermediate stars lerp linearly between the four delta endpoints. The star-4 pin sets ship scale to 1.3 — already matching both endpoints — so the override is inert.
Per-star lerped values (lerp factor t = (star − 1) / 4):
| Star | HP | Shield | Weapon damage % | Fire rate % |
|---|---|---|---|---|
| Star-1 | 110 | 120 | 10 | 5 |
| Star-2 | 117 | 127.5 | 10.625 | 5.325 |
| Star-3 | 124 | 135 | 11.25 | 5.65 |
| Star-4 | 131 | 142.5 | 11.875 | 5.975 |
| Star-5 | 138 | 150 | 12.5 | 6.3 |
Star tier never changes the starting weapon (always flame L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count, armor, speed, acceleration, drag, or turn rate — only the four lerped numerics above and the mod backpack grid size from the per-star progression table.
| Star | XP required (cumulative dupes) | Mod backpack grid | Grid cells |
|---|---|---|---|
| Star-1 | 0 | 3 × 3 | 9 |
| Star-2 | 1 | 4 × 3 | 12 |
| Star-3 | 3 | 4 × 4 | 16 |
| Star-4 | 7 | 5 × 4 | 20 |
| Star-5 | 17 | 5 × 5 | 25 |
Drive feel
| Field | Value |
|---|---|
| Rotates | true |
| Fixed angle (deg) | 0 |
| Accel curve | linear |
| Drag curve | exponential |
| Stop shake intensity | 0 |
| Heat shake intensity | 0 |
| Heat shake threshold | 0.85 |
| Stop spring amount | 0 |
Free-rotating spaceship with a linear thrust ramp and the exponential drag profile — release thrust and velocity multiplies by a constant factor per frame, producing the standard space-coast that bleeds top-end speed quickly and approaches zero asymptotically. Skewer’s 0.40 drag matches the in-faction default (Bomber, Marco, Stinger, Pierre all share 0.40; Drifter sits slightly higher at 0.42, Tank at 0.34, Orca at 0.28). Acceleration 175 is the second-highest in the faction behind Pierre (235) and ahead of Marco/Drifter (170), Stinger (160), Tank (130), and Orca (100). Speed 135 places Skewer second in the faction speed chart behind Pierre (145) and ahead of the 130-speed pack (Stinger, Drifter, Marco, Bomber). Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages.
Hitbox
No custom polygon — the Junkrats Skewer hull is absent from the auto-generated hull-hitbox table, so physics applies the shared 8-vertex octagon fallback. This is coarser than a sprite-traced silhouette but keeps the Rapier body alive (without one, the loop force-resets ship position and velocity to zero each frame).
| Property | Value |
|---|---|
| Source | FALLBACK_HULL_OCTAGON |
| Vertex count | 8 |
| X range | −0.90 to 0.90 |
| Y range | −0.90 to 0.90 |
Fallback octagon vertices (x, y):
| # | X | Y |
|---|---|---|
| 1 | −0.90 | 0.37 |
| 2 | −0.90 | −0.37 |
| 3 | −0.37 | −0.90 |
| 4 | 0.37 | −0.90 |
| 5 | 0.90 | −0.37 |
| 6 | 0.90 | 0.37 |
| 7 | 0.37 | 0.90 |
| 8 | −0.37 | 0.90 |
Regenerating the hitbox file with the hull-hitbox script would replace the octagon with a sprite-traced polygon. The Skewer sprite scale of 1.3× is applied on top of whichever hitbox is in use.
Passive
| Field | Value |
|---|---|
| Passive ID | jack_of_all |
| Passive name | Jack of All Trades |
| Effect | +{value}% to all stats |
| Stat target | all |
| Is percent | true |
| Values per rank (1–5) | 3, 6, 10, 15, 22 |
The default baseline passive — Skewer has no per-hull override, so it inherits Jack of All Trades like every other current-roster hull. Applies a flat percent buff to all stats at run start, scaling with passive rank.
EXTRACT-CANDIDATE
- Missing hitbox entry. Junkrats Skewer is in the rarity table but absent from the hull-hitbox file, so it falls through to the shared octagon. Same gap previously flagged on Bomber and Tank — Skewer is now the third confirmed Junkrats hull running on the fallback octagon. A single regeneration pass of the hitbox file with the documented script would close all three. Worth a “fallback hitbox roster” table on the ships roll-up page enumerating which hulls are sprite-traced vs. fallback so the gap is visible at a glance.
- Star-4 override is inert (third Junkrats hull confirmed). Skewer’s star-4 entry pins ship scale at 1.3, which already equals both endpoints — the override does nothing. Same shape across Bomber (1.4 inert), Drifter (1.4 inert), Pierre (1.3 inert), Tank (three-field inert), Orca (1.2 inert), and now Skewer. Six of the eight Junkrats star-4 entries appear to be leftover scaffolding from when per-star scale lerping was being tested. Safe to delete the whole block in one pass.
- Star-5 override re-asserts star-1 values for no-change fields. Skewer’s star-5 entry explicitly re-states weapon slots 2, armor 2, acceleration 175, speed 135, drag 0.40, turn rate 0.14, ship scale 1.3, heat fields, regen fields, and every meta stat — none of which differ from star-1. The lerp default in the ship-def resolver already handles missing fields, so all this redundant data could be pruned mechanically. Same pattern flagged on Bomber, Pierre, Tank, and Cargo — confirmed across enough entity pages now to justify an authoring-guide rule plus a one-shot cleanup pass.
- Faction confusion — data field vs. hull-key prefix. Skewer’s data faction reads
solarisbecause every hull inherits the baseline default. Fifth entity-page confirmation (Cargo, Bomber, Pierre, Tank, now Skewer) that this field is dead config and never reflects the actual Junkrats grouping. Either populate per-faction or delete the field — the canonical-page note on the ships roll-up is overdue. - Common+uncommon Junkrats hulls all share the four-delta lerp shape. Skewer (uncommon) lerps exactly the four fields HP, shield, weapon damage %, fire rate % — same shape as Bomber (epic) and Pierre (legendary). Tank (common) breaks the pattern by lerping shield, armor, weapon damage % instead (no HP scaling, armor bumps instead). So across the four Junkrats hulls documented so far, three rarity tiers (uncommon, epic, legendary) share the HP+shield+damage+firerate shape and the common breaks pattern. Worth confirming whether Tank’s shape is intentional faction-of-one or whether all commons skip HP/shield scaling — Stinger’s data should clarify and is the natural next page.
- Acceleration 175 is unique within the faction. Skewer’s 175 acceleration sits alone in the Junkrats roster — no other hull shares the value (Pierre 235, Bomber 200, Drifter/Marco 170, Stinger 160, Tank 130, Orca 100). Not necessarily a flag, but worth noting on the ships roll-up that the Junkrats acceleration distribution is more spread out than HP/shield are — useful for a faction “speed vs. tank” axis chart.
- Two-slot weapon mount paired with mid-tier offense. Skewer is one of four Junkrats hulls on two weapon slots (with Stinger, Tank, and Marco) but is the only one in that group with a flame starting weapon — the others run lightning (Stinger), mortar (Tank), and the Marco starter. Worth a faction-level “starting weapon by hull” table on the ships roll-up to surface this distribution at a glance.
jack_of_allbaseline passive. Skewer inherits the baseline jack-of-all passive (no per-hull override). Same as Cargo, Bomber, Pierre, and Tank. The +3/6/10/15/22% all-stats curve isn’t currently documented on the passives or ships roll-up pages and would benefit from a single canonical block referenced by every entity page.- Hitbox vertex listing. Even though Skewer uses the fallback octagon, this page lists all 8 vertices per the wiki rule (numeric tables may duplicate). A centralized “Fallback hitbox geometry” block on the physics or ships roll-up page would let entity pages reference it instead of re-pasting. The same pattern would apply to a “Hitbox format” explainer covering the normalization, shrink, and rotation conventions for sprite-traced polygons.