Total War: WARHAMMER Wiki
Total War: WARHAMMER Wiki
The Bolt-fiends
Wh2 dlc10 def darkshards shields ror.png
Missile infantry bow.png
FactionDark Elves
CategoryMissile Infantry (Regiment of Renown)
Unit size68
Icon treasury.png Cost (MP): 950 (950)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 237
Icon stat health.png Health: 55
Icon stat morale.png Leadership: 64
Icon stat speed.png Speed:
Icon stat attack.png Melee Attack: 20
Icon stat defence.png Melee Defence: 31
Icon stat charge bonus.png Charge Bonus: 6
Icon stat ammo.png Ammunition: 18
Icon stat ammo.png Reload Time: 30
Icon stat damage.png Weapon Damage: 19
Modifier icon armour piercing.png Armour-Piercing Damage: 5
Icon stat speed.png Melee Interval: 4.3 s
Icon stat ranged damage.png Missile Damage: 29
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 11
Icon stat ammo.png Reload Time: 14
Icon stat ammo.png Ammunition: 18
Icon stat range.png Range: 145
Icon stat armour.png
Shielded units will block the following percentage of missile damage from the front Shield: 55%
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.

The Bolt-fiends (Darkshards - Shields) is a Dark Elves missile infantry unit introduced in Total War: Warhammer II with The Queen and the Crone DLC. A bolt in the eye is a terrible way to die, and the calling card of the Bolt-fiends.


Many Dark Elves forsake melee weapons in favour of delivering death from afar. Armed with repeater crossbows — magazine-fed weapons capable of unleashing blistering hails of bolts — these Darkshards can take positions at the rear of the battlefield firing storms of iron-tipped bolts, against approaching foes, or move forwards to weaken the enemy line with a withering volley before the Dark Elf attack charges home. Though often scorned by other warriors for their distaste of close quarters battle, the Darkshards are unflinchingly proud of their marksmanship and are certainly no less cruel than their fellows. It is not uncommon for a Darkshard to forgo a killing strike to eye or heart in favour of a gut shot or other debilitating blow which, while ultimately so less lethal, guarantees that the enemy's last moments will be spent in mewling agony.


  • Armour-Piercing Missiles: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Shieldbreaker: This unit’s shield-breaking attacks can significantly weaken the target’s chance of blocking missile attacks.
  • Shielded: Shields have a chance of blocking arrows, bolts, rifle shots and similar small arms fire - but only in a forward facing arc.



Click here to add a strategy!

This unit is ideal for dueling archer units. While their shields protect them from enemy missiles, their shots diminish enemy shields. This allows them to comfortably win most ranged battles. This also helps shred infantry or cavalry that may be relying on shields to block missile damage.