Stinger (Junkrats)

What it is

A common-rarity Junkrats two-slot hull built around a lightning starting weapon, the lowest HP/shield baseline of any Junkrats hull (90 / 95), and the largest sprite scale of any current-roster hull (2.0×, exceeding every other Junkrats entry — Marco 1.5×, Tank 1.45×, Bomber/Drifter 1.4×, Pierre/Skewer 1.3×, Orca 1.2×). Pairs that oversized silhouette with the lowest acceleration in the Junkrats two-slot tier (160 vs. Marco/Drifter 170, Skewer 175, Bomber 200, Pierre 235) and a 130 top speed shared with Marco, Drifter, and Bomber. Drag 0.40 with the exponential drag curve matches the Junkrats two-slot default. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages and all damage comes from raw weapon-damage percentage, fire-rate percentage, and the starting lightning weapon. Star scaling lifts HP, shield, weapon damage %, and fire rate % between ★1 and ★5 but holds sprite scale flat at 2.0× across all five stars.

Identity

FieldValue
Factionsolaris
Hull faction tagJunkrats
Raritycommon
Display gradeC
Outline colorffffff
Accent color#333333
Ship classmedium
Starting weaponlightning L1

Stinger’s faction data field reads solaris because every hull inherits the baseline-default faction; the Junkrats prefix on the hull key is the visual/sprite faction grouping used by the rarity table and the sprite folder. Rarity color is the common white outline baked into the v5 sprite asset. Stinger shares the common tier with Junkrats Tank as the two common-rarity hulls in the eight-hull Junkrats faction.

Star-1 stats

StatValue
HP90
Shield95
Armor2
Speed130
Acceleration160
Drag0.40
Turn rate0.14
Weapon slots2
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup0
Heat cooldown0
Heat curvelinear
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale2.0
Starting weaponlightning L1

Star deltas

Four fields differ between the ★1 and ★5 overrides:

Stat★1★5
HP90113
Shield95119
Weapon damage %1012.5
Fire rate %56.3

All other ★5 fields re-assert the ★1 values — armor 2, acceleration 160, speed 130, drag 0.40, turn rate 0.14, weapon slots 2, ship scale 2.0, heat fields, regen fields, and every meta stat. Stinger has no per-hull ★2 or ★3 pin entries, so intermediate stars lerp linearly between the four delta endpoints above with no breakpoints. The ★4 entry pins ship scale 2.0 — identical to both endpoints, making the override inert. Star tier never changes the starting weapon (always lightning L1), faction, rarity, hitbox source, drive feel, ship scale, or weapon-slot count — only the four lerped numerics above and the mod backpack grid size.

Per-star lerp values (lerp factor t = (star − 1) / 4):

StarHPShieldWeapon damage %Fire rate %
★19095105
★295.7510110.6255.325
★3101.510711.255.65
★4107.2511311.8755.975
★511311912.56.3

Star progression XP and grid sizing:

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 spaceship with a linear thrust ramp and an exponential drag profile — release thrust and velocity multiplies by a constant factor per frame, producing the “space drag” coast that bleeds top-end speed quickly and approaches zero asymptotically. Stinger’s 0.40 drag matches Bomber, Marco, Pierre, and Skewer; Drifter is slightly higher at 0.42, Tank lower at 0.34, Orca lowest at 0.28. Acceleration (160) is the lowest in the Junkrats two-slot tier — Marco and Drifter sit at 170, Skewer at 175, Bomber at 200, Pierre at 235 — and only Tank (130) and Orca (100) accelerate slower in-faction. Top speed (130) ties Bomber, Drifter, and Marco in the middle of the Junkrats pack — slower than Pierre (145) and Skewer (135), faster than Tank (81) and Orca (100). Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages and all damage scaling comes from raw fire-rate and weapon-damage percentage.

Hitbox

No custom polygon — the Junkrats Stinger 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).

PropertyValue
SourceFALLBACK_HULL_OCTAGON
Vertex count8
X range−0.90 to 0.90
Y range−0.90 to 0.90

Fallback octagon vertices (x, y):

#XY
1−0.900.37
2−0.90−0.37
3−0.37−0.90
40.37−0.90
50.90−0.37
60.900.37
70.370.90
8−0.370.90

The 2.0× ship scale is applied multiplicatively on top of the normalized octagon at physics time, so Stinger’s effective collision footprint is the largest of any current-roster hull running on the fallback (a ±1.80 × ±1.80 normalized box, vs. ±0.90 for any 1.0× hull and ±1.305 for Tank at 1.45×). Regenerating the hitbox file would replace the octagon with a sprite-traced polygon.

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 — Stinger has no per-hull override, so it inherits Jack of All Trades like every other current-roster hull. Applies a percent buff to all stats at run start, scaling with passive rank.


EXTRACT-CANDIDATE

  • Largest sprite scale on the current roster. Stinger’s 2.0× ship scale is the largest value in the entire SHIP_STATS_S1 block — exceeding the next-largest hulls (Solaris Flyer 1.55, Prism Jade 1.55, Marco 1.5, Tank 1.45) by 0.45×+ and roughly doubling the typical 1.0–1.3× range. Combined with the fallback octagon hitbox (no sprite-traced polygon), the effective collision footprint is ±1.80 on both axes — far larger than any 1.0× hull. Whether this is intentional (“Stinger is a deliberately oversized common-tier target”) or a sprite-import mistake is a design decision. Worth a callout on ships.md flagging the outlier and confirming with the sprite source.
  • Lowest HP/shield baseline in the Junkrats faction. Stinger’s ★1 stats (HP 90, shield 95) are the lowest in the eight-hull Junkrats lineup — Marco/Drifter/Skewer all start at HP 110 shield 120, Tank at HP 196 shield 65, Pierre at HP 200 shield 200, Orca at HP 175 shield 105, Bomber separately. HP 90 matches the BASELINE_STATS default exactly, suggesting Stinger may not yet have its per-hull HP tuning applied (the file comment notes “currently every hull uses Starpod baseline” for some fields). Worth flagging on ships.md as the lowest-EHP Junkrats hull and verifying whether 90/95 is final tuning or unmigrated baseline.
  • ★5 override re-asserts ★1 values for no-change fields. Stinger’s ★5 entry explicitly re-states weapon slots 2, armor 2, acceleration 160, speed 130, drag 0.40, turn rate 0.14, ship scale 2.0, heat fields, regen fields, and every meta stat — none of which differ from ★1. Same pattern flagged on Bomber, Cargo, Marco, Pierre, and Tank — strong candidate for an authoring-guide rule and a one-shot cleanup pass. The s5Val ?? s1Val lerp default in getShipDef already handles missing fields.
  • ★4 override is fully inert. The Junkrats ★4 block pins Stinger’s ship scale to 2.0 — identical to both ★1 and ★5 endpoints, so the override does literally nothing. Same pattern flagged on Bomber (1.4 inert), Drifter (1.4 inert), Orca (1.2 inert), Pierre (1.3 inert), Skewer (1.3 inert), and Tank (1.45 inert) — six of seven Junkrats hulls in the S4 block have at least one fully inert pin. Cleanup pass deleting all inert Junkrats ★4 entries is now justified across the full faction.
  • Common-tier fire-rate scaling DOES apply, contradicting the Tank pattern. Tank’s ★5 override pins fireRatePct: 5 (identical to ★1, no lerp), and the Tank page flagged this as a potential “commons don’t get fire-rate scaling” rule worth cross-checking against other commons. Stinger — the other Junkrats common — explicitly lerps fire rate 5 → 6.3 between ★1 and ★5. So the rule is NOT “commons skip fire rate”; Tank is the exception, not Stinger. Worth resolving on the Tank page or ships.md which behavior is intended.
  • Faction confusion — faction field vs. hull-key prefix. Stinger’s data faction reads solaris because every hull inherits the baseline default. Sixth entity-page confirmation (Cargo, Bomber, Pierre, Tank, Marco, Stinger) of dead config; the cleanup or canonical-page note is increasingly justified.
  • jack_of_all baseline passive on a common hull. Stinger inherits the baseline jack_of_all passive (no per-hull override). Same as every other documented hull — the +3/6/10/15/22% all-stats curve isn’t currently documented on passives.md or ships.md and would benefit from a single canonical block. The pattern across rarity tiers (common → legendary) all inheriting the same passive is itself worth flagging as a design decision point.
  • Missing hitbox entry — Junkrats roster gap. Junkrats Stinger is in SHIPS_V4_RARITY but absent from HULL_HITBOXES. Bomber and Tank both flagged this same gap; Stinger now confirms it firsthand. Junkrats hulls WITH custom polygons: Bombadier, Bumblebee, Drifter, Freightliner, Marco, Orca, Pierre, Tomahawk. Junkrats hulls WITHOUT: Bomber, Skewer, Stinger, Tank — note that several hulls in the polygon table (Bombadier, Bumblebee, Freightliner, Tomahawk) do not appear in SHIPS_V4_RARITY at all, suggesting the polygon file was generated from an older sprite roster. Worth a single ships.md table mapping hull → hitbox source and regenerating the polygon file against the current sprite folder.
  • Starting weapon lightning L1 on a two-slot hull. Stinger starts with lightning — a chain-targeting electric weapon. The Prism Crystal hull also starts with lightning. Worth a cross-reference on the lightning weapon page noting which hulls start with it.
  • Hitbox vertex listing. Even though Stinger 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 physics.md or ships.md would let entity pages reference it instead of re-pasting — Tank’s page already flagged this same need.