Nishanka Boltshark X-80
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Requires Scout ![]() Purchased for: |
Initial Stats | ||||||||||
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“ | 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's Impact 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.
Modifications
There are five tiers of modifications and each tier has two to three upgrades. Only one modification can be equipped per tier.
Overclocks
Overclock calculations happen after modifiers.
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Overclock | Effect | In Game Description | Price | |
Quick Fire
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"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." | |||
The Specialist
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"Extra potent special bolts and more of them. What more could you want?" | |||
Cryo Bolt
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"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." | ||
Fire Bolt
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"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." | ||
Bodkin Points
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"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." | ||
Trifork Volley
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"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." |
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 (shown as a blue sphere projected around the fired bolts). 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:
- Connection Range: 5m
- 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
Trivia
- The Nishanka Boltshark X-80's weapon prototype used the Flare Gun model.
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