An extremely versatile, modern crossbow designed for large game and built especially to fire a wide selection of bolts. Electric bolts, fire bolts, triple bolts, bolts that make enemies blow up, you name it! A fresh, deadly spin on a tried and tested classic.
— Item Description
The Nishanka Boltshark X-80 is an unlockable secondary weapon for the Scout. It is a modernized compact crossbow with a lightweight framework and an adjustable stock. In the center, a single bolt is loaded and drawn by an orange bowstring, which requires a reload after every shot. With certain modifications and overclocks, the Boltshark is capable of firing a wide range of bolt variants that each possesses a unique effect.
The Boltshark features a secondary ammo pool consisting of specialized bolts which can be swapped to by pressing the Reload button ("R" by default). These bolts are obtained exclusively in the first tier of the weapon's modifications and does not affect the primary ammo pool. Using a resupply pod will replenish both ammo pools separately.
The Boltshark also features the ability to retrieve ammo in a similar fashion as the Driller'sImpact Axes, where most bolt variants that do not strike enemies can be returned to its respective ammo pool by pressing the Use button ("E" by default). Retrievable bolts will produce a small amount of light in order for players to locate them more easily and will completely despawn after a certain amount of time.
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Nishanka Boltshark X-80
Mod
Effect
In Game Description
Price
Tier 1
Special Bolt: Pheromone Dart
+Special Bolt: Pheromone +9 Special Ammo
"A bolt filled with a mixture of pheromones which releases in contact with targets, making its allies turn against it and increases the chance of a fight breaking out."
1000
Credits
20
Magnite
Special Bolt: Chemical Explosion
+Special Bolt: Chemical Explosion +9 Special Ammo
"A bolt filled with a volatile chemical that is injected into the target's bloodstream and causes a chemical reaction when they die, turning them into ticking time bombs."
1000
Credits
20
Bismor
Special Bolt: Taser
+Special Bolt: Taser +12 Special Ammo
"A bolt fitted with small generators that electrify targets and are able to connect to other nearby Taser Bolts through an electric arc. The electric surge renders the bolts unretrievable after use."
1000
Credits
20
Jadiz
Tier 2 6
Broadhead Bolts
+25 Damage +15 Radial Damage
"More mass, greater impact and able to dig just a tad deeper into enemies, increasing the overall damage."
1800
Credits
12
Jadiz
18
Magnite
Increased Quiver Capacity
+7 Max Ammo
"It took a bit of rearranging, but you can now carry more bolts."
1800
Credits
18
Croppa
12
Jadiz
Expanded Special Quiver
+4 Special Ammo (Pheromone) +4 Special Ammo (Chemical Explosion) +5 Special Ammo (Taser)
"It's a bit on the heavier side, but your total special bolt capacity is increased."
1800
Credits
18
Magnite
12
Bismor
Tier 3 10
Stabilizing Arm Brace
-0.4 Reload Time
"R&D has fitted you with an arm brace that stabilizes your arm, which enables flawless motion allowing you to reload and switch ammo types faster, without risk of injuries."
2200
Credits
30
Croppa
20
Magnite
Reinforced String
+50% Projectile Velocity
"A reinforced synthetic fiber string that increases the velocity of your bolts, making them travel faster and further."
2200
Credits
20
Jadiz
30
Bismor
Tier 4 14
Battle Frenzy
+Battle Frenzy
"Move faster for a short time after killing an enemy."
3800
Credits
25
Jadiz
15
Magnite
36
Bismor
Radio Transmitter Module
+Radio Transmitter Module
"All Bolts and your crossbow are fitted with a small radio transmitter that allows calling back retrievable bolts from a distance by hovering your crosshair over them."
3800
Credits
15
Magnite
36
Umanite
25
Enor Pearl
Tier 5 18
Potent Special Bolts
+2.5 Special Effect Duration (Pheromone) +3.5 Special Effect Duration (Chemical Explosion) +3 Special Effect Duration (Taser)
"A more potent version of your special bolt that increases its duration."
4400
Credits
40
Jadiz
60
Magnite
110
Bismor
Magnetic Shafts
+Magnetic Shafts
+25% Kinetic Bolt Damage Vs Electrified Targets
"Bolt shafts made of a magnetic material that is attracted by electricity, pulling them towards electrified enemies or enemies affected by an electric field. The magnetic pull causes them to deal more damage on impact."
4400
Credits
60
Jadiz
110
Umanite
40
Bismor
Banshee Module
+33% Fear Chance
"Tiny devices are attached to your bolts that emit a fear inducing high pitched noise for a limited time. Can be reset and reused if picked up."
4400
Credits
60
Jadiz
40
Magnite
110
Enor Pearl
Overclocks[]
Overclock calculations happen after modifiers.
Nishanka Boltshark X-80[Expand/Collapse]
Overclock
Effect
In Game Description
Price
Quick Fire
-0.2s Reload Time 2x Projectile Velocity
"R&D improved the reload mechanism of the crossbow, making it pull back sooner for you to put a bolt in the chamber. They also reinforced the string free of charge, enabling the crossbow to fire bolts with little to no drop."
8400
Credits
95
Croppa
125
Umanite
70
Enor Pearl
The Specialist
1.25x Special Ammo 1.3x Special Effect Duration
"Extra potent special bolts and more of them. What more could you want?"
7900
Credits
65
Croppa
130
Magnite
90
Umanite
Radioactive Bolts
Bolts Irradiate Enemies. Effect Stacks. +25 Direct Damage Bolts are no longer retrievable. 0.75x Normal Ammo
"Against better judgement, your bolts are now made of uranium. Do with this information what you will."
8700
Credits
80
Croppa
110
Enor Pearl
140
Bismor
Cryo Bolt
Bolts freeze enemies. Effect stacks. Bolts are no longer retrievable. Lower damage output.
"A small module based on the Cryo Grenade tech has been strapped to your bolts, enabling them to cool and freeze enemies. Pin them to the ground or the face of enemies and turn any bugs in near proximity into popsicles. The intense cold takes a toll on the bolt, reducing overall damage and destroying it after use."
7350
Credits
75
Croppa
105
Jadiz
135
Magnite
Pheromone Bolt
Bolts pheromones enemies. Effect stacks. Bolts are no longer retrievable. Lower damage output.
"A bolt filled with a mixture of pheromones which releases in contact with targets, making its allies turn against it and increases the chance of a fight breaking out."
8050
Credits
100
Croppa
135
Magnite
75
Enor Pearl
Fire Bolt
Bolts ignite enemies. Effect stacks. Bolts are no longer retrievable. Lower damage output.
"Bolts with highly advanced cannisters full of volatile chemicals, with the ability to radiate intense heat. Shoot it at your enemies or the ground to activate it. The high temperature comes at a cost though, reducing overall damage and rendering the bolt useless after impact."
7100
Credits
90
Croppa
70
Magnite
130
Umanite
Bodkin Points
Normal bolts ricochet to nearby enemies up to two times -75 Direct Damage 1.5x Reload Time
"The crossbow has been modified so it can fire a thinner bodkin point bolt with the ability to penetrate targets and ricochet to the nearest target. Its thin frame makes it do less damage and requires a slower reload process. This however does not affect special bolts."
8400
Credits
110
Croppa
80
Jadiz
140
Magnite
Trifork Volley
3x Normal Projectiles 20% more ammo capacity Bolts are no longer retrievable 15% less damage per projectile 1.5x Reload Time
"With a few adjustments to the firing mechanism and the string you can load a volley of three bolts into the chamber. The bolts do a tad less damage, but are packed compactly enough for you to carry more of them. The modification and size of the rounds make reloading slower, and the bolts are ruined after firing them, making them unretrievable. This does not affect special bolts."
7650
Credits
100
Jadiz
65
Magnite
130
Bismor
Stats Breakdown[]
The Boltshark deals Piercing rather than Kinetic damage, which Oppressors (50%) and Praetorians (30%) have some resistance to.
Unique Modifications[]
Special Bolt: Pheromone Dart
Pheromone Bolts cause enemies struck by the bolt to become affected by its own unique version of the Pheromones status effect.
Projectile:
Damage: 15 Piercing
Area Damage: 10 Piercing
Retrievable: True
Pheromones:
Maximum Aggroed Targets: 12
Move Speed: 0.7x
Special Bolt: Chemical Explosion[]
Chemical Explosion Bolts cause a Poison DoT to affect any enemy they strike. Should the enemy die while affected by the Poison DoT it will have a unique death effect that causes an explosion that can damage nearby creatures.
Projectile:
Direct Damage: 15 Piercing
Area Damage: 12 Piercing
Retrievable: True
Poison DoT:
Damage: 2 Poison
Tick Rate: 0.2s
Death Explosion:
Damage: 140 Poison
Damage Radius: 4m
Max Damage Radius: 2.5m
Minimum Damage: 30%
Fear Factor: 100%
Armor Break: 300%
Stun Chance: 100%
Stun Duration: 1s
Friendly Fire Modifier: 25%
Special Bolt: Taser[]
Taser Bolts are able to create a beam of electricity when placed within a certain distance of one another. The electric beam will connect the Taser Bolts together, and if it passes through an enemy it will deal electricity damage over time for as long as the enemy is touching the beam. The Taser Bolts are also able to individually deal elecicity damage over time to enemies they are in close proximity with. The two DoT effects are separate from one another.
Projectile:
Direct Damage: 15 Piercing
Area Damage: 10 Piercing
Retrievable: False
Proximity DoT:
Damage: 2 Electric
Tick Rate: 0.1-0.15s
Move Speed: 0.5x
Radius: 0.35m
Stackable: True
Electric Beam:
Damage: 6 Electric
Tick Rate: 0.2s
Move Speed: 0.2x
Stackable: True
Stack Limit: 2
Electric Beam vs Players:
Damage: 1 Electric
Move Speed: 1x
The Proximity DoT will stack with itself should two or more arrows be touching the same enemy. This will cause the damage to add together for every arrow affecting an enemy, and the move speed modifiers will multiply together for each arrow touching the enemy.
The Electric Beam is able to stack with exactly one additional copy of itself for a total of 12 damage every 0.2 seconds. It is also able to stack unconditionally with the similar effects caused by the Engineer's Turret Arc overclock and the Electric Crystals of the Crystal Caverns.
Unique Overclocks[]
Cryo Bolt[]
Cryo Bolt causes the normal bolts to apply Cold damage both to the struck target and within an area around the bolt itself in exchange for reducing the normal bolts' damage output. The Area Cold damage does not apply to a target that has been stuck directly with the Cryo Bolt unless there is another bolt stuck into another enemy or a surface that is nearby. Both the direct and area Cold damage is applied as a Damage over Time effect, and each of these DoTs will stack with both themselves and each other.
Direct Cold DoT:
Damage: 2.25 Cold
Tick Rate: 0.1-0.15s
Duration: 6s
Stackable: True
Area Cold DoT:
Damage: 2 Cold
Tick Rate: 0.1s
Damage Radius: 2m
Max Damage Radius: 2m
Duration: 6s
Stackable: True
Fire Bolt[]
Fire Bolt causes the normal bolts to apply Heat damage both to the struck target and within an area around the bolt itself in exchange for reducing the normal bolts' damage output. The Area Heat damage does not apply to a target that has been stuck directly with the Fire Bolt unless there is another bolt stuck into another enemy or a surface that is nearby. Both the direct and area Heat damage is applied as a Damage over Time effect, and each of these DoTs will stack with both themselves and each other.
Direct Heat DoT:
Damage: 2 Heat
Tick Rate: 0.1-0.15s
Duration: 6s
Stackable: True
Area Heat DoT:
Damage: 2 Heat
Tick Rate: 0.1s
Damage Radius: 2m
Max Damage Radius: 2m
Duration: 5s
Stackable: True
Mastery[]
Each modification that is purchased advances a mastery bar by one unit.
Mastery unlocks:
Three modifications – First Stripe Weapon Paintjob
Seven modifications – Deepcore Weapon Paintjob
All (13) modifications – The Company Special Weapon Paintjob
Skins[]
Full gallery of skins can be seen at Weapon Skins.
Gallery[]
All of the Nishanka Boltshark X-80 Bolts. From left to right: Cryo, Fire, Default, Bodkin Point, Pheromone Dart, Taser, Chemical Explosion, and Trifork Volley.