Success in Far Far West depends on having the best loadout and the right set of spells, especially when taking on more challenging difficulties. Not every weapon functions equally, and the same goes for the spells, which means that it is important to know which ones to use the most and which ones to avoid.
Below, we'll share our experience with Far Far West's weapons and spells and rank them all in a tier list so you know the most optimal setup you can run, with strengths and weaknesses factored in. Our tier list could mean the difference between life and death.
Far Far West Weapons Tier List
Tier List Breakdown
The weapon list is broken up into three tiers, ranging from S-B, which indicates the overall power level of the gun in its best, worst, and average scenarios:
- S-Tier: Consistently good in all scenarios. Few downsides or weaknesses. Effective in solo and co-op.
- A-Tier: Strong but more niche options with specific strengths. Less versatile yet still powerful.
- B-Tier: Generally outclassed by other options, minor upsides, and situational strengths.
S-Tier Weapons
|
Weapon |
Slot |
Details |
|---|---|---|
|
Quad Cylinder |
Primary |
Fully automatic rifle. Decent at all ranges and a good all-round option. |
|
Minigun |
Primary |
Constantly fires bullets with no reloading. Great for large groups and single-target focus. |
A-Tier Weapons
|
Weapon |
Slot |
Details |
|---|---|---|
|
Shotgun |
Primary |
High-damage close-range option with long reload time. |
|
Dual Revolvers |
Secondary |
Insane up-close DPS and lifesteal potential. |
|
Bow |
Secondary |
A horde control tool that can be used on horseback. |
|
Long Ranger |
Primary |
Single-shot sniper that works best alongside a strong secondary. |
B-Tier Weapons
|
Weapon |
Slot |
Details |
|---|---|---|
|
Leverage |
Primary |
High-damage, low-firerate rifle with a limited clip size. |
|
Revolver |
Secondary |
Standard secondary, outclassed by dual-wield. |
|
Boomerang |
Secondary |
Decent group clearing weapon, but underwhelming damage. |
|
Sheriff Star |
Secondary |
Good unique Jokers, otherwise fairly weak. |
The Best Weapons To Run And When
You're going to want to run either the Quad Cylinder or the Minigun, as both guns provide a similar experience capable of dealing with huge groups of enemies all at once, from a variety of ranges and positions. The upgrades for the Quad Cylinder, in particular, can bring it closer in line to the minigun, like the clip size increase, and at that point, it comes down to whether players value slightly longer range or raw DPS.
Both the Long Ranger and the Shotgun can work well in the majority of missions, with the former having some pretty powerful Unique Jokers like Mindshot, which causes weakshots to explode, yet in a lot of cases, we found the fully automatic ones to be superior.
For secondaries, you have the Dual Revolvers and the Bow. The first is a well-rounded choice that can dish out some incredible DPS and can also be upgraded to give players a lifestealing tool that lets them siphon health in the middle of a fight. The Bow is more of an AoE tool that should be used sparingly to clear out hordes.
What About Utility Items?
There are four different utility options to choose from in Far Far West: Ammo, Bottles, Healing, and Impulse Grenade. The first two are pretty basic, providing an instant supply of health or ammunition for when there are no consumables nearby on the map. This makes them the best options for reliability.
The other two choices are a bit more interesting. The Healing grenade places down a zone that tops up any allies inside of it, without needing to drink a bottle or cast a spell. Impulse Grenades are a mobility option that bounces players away, giving them additional height and a potential quick escape. The skill ceiling for these two is much higher, but the general power level is still a bit weaker.
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Far Far West Spells Tier List
Tier List Breakdown
For spells, the list is broken up further due to the large number of spells and their situational uses. In general, all spells either have a distinct purpose or a strong point, but some clear winners out-damage or provide a significant amount of utility to the player:
- S-Tier: Most consistent and generally the highest damage output spells. Certain spells become overpowered in co-op, whilst still being amazing options in solo play. Must-runs for the majority of the higher difficulties.
- A-Tier: Second best in class. Good utility options. Generally, low-cooldown combo tools work best when used alongside others.
- B-Tier: Average spells. Small utility use cases or combos, but mostly outclassed by others.
- C-Tier: Early tier spells that get out-scaled or out-damaged quickly. Fringe effectiveness, if any at all, compared to higher tiers.
Before you check out the spells tier list, you might want to check out the best spell combos in Far Far West!
S-Tier Spells
|
Spell |
Element |
Details |
|---|---|---|
|
Surcharge |
Fire |
AoE ignite spell that explodes burning targets. |
|
Rain |
Acid |
Huge area spell, perfect for bosses. |
|
Firebeam |
Fire |
Sustained fire damage and insane combo potential. |
|
Rescue |
Voodoo |
Instant ranged resurrection spell. |
|
Contagion |
Acid |
Spreads Contagious to nearby enemies, causing them to explode on death. |
|
Portal |
Elec |
Utility and mobility tool. Can double spell output, overpowered in full teams. |
|
Doll |
Voodoo |
A protective zone that provides speed and invulnerability to allies. |
|
Bandito |
Cactus |
Spawns a cactus golem that can be infused with elements. |
|
Thunderstrike |
Elec |
Launches the player upwards, then slams down, dealing huge area damage. |
A-Tier Spells
|
Spell |
Element |
Details |
|---|---|---|
|
Wisp |
Fire |
A bouncing orb that spreads damage between enemies can be infused. |
|
Strikes |
Elec |
Low-cooldown, high-damage wave of lightning. |
|
Swap |
Elec |
Swaps the player's position with an enemy, exploding on both sides. |
|
Bubble |
Acid |
Sends a ball of acid that bursts into several large acid puddles. |
|
Wallo |
Cactus |
Spawns a cactus wall that slows and damages enemies. |
|
Corruption |
Voodoo |
Charms enemies in an area. Great at all stages of the game. |
|
Geyser |
Acid |
Creates a spout of acid that launches enemies and deals constant acid damage. |
|
Ritual |
Voodoo |
Summons a ring of candles that quickly restores health to all allies inside. |
B-Tier Spells
|
Spell |
Element |
Details |
|---|---|---|
|
Fireball |
Fire |
Standard burn spell that can be used for combos and quickly clearing gold veins. |
|
Swap |
Elec |
Swaps the player's position with an enemy, exploding on both sides. |
|
Pistolero |
Cactus |
Summons a cactus turret that continuously fires at enemies. |
|
Decoyo |
Cactus |
A distraction tool that forces enemies to run towards it for escapes and combos. |
C-Tier Spells
|
Spell |
Element |
Details |
|---|---|---|
|
Finger Guns |
Fire |
Trades primary weapon for flaming fingers. Fun but long cooldown and less consistent. |
|
Boing |
Elec |
Basic mobility spell that deals zero damage. |
|
Drain |
Voodoo |
Heal spell that drains a small amount of health from a nearby enemy. |
|
Thrower |
Acid |
Spews acid pools on the ground with low overall damage. |
|
Mino |
Cactus |
Places a cactus mine that detonates when enemies walk over it. |
The Best Spells To Run And When
Because of how many strong spells players have access to, there isn't really one single strongest set; rather, several great ones that are all about as effective as one another in terms of combo potential and overall power.
Killing large hordes of enemies is important, so AoE spells will always come out on top, with the big ones being Rain, Thunderstrike, and Surcharge. More importantly, there are the combos that each spell has access to, like the flame tornado and the ability to electrify summons, which means that players should opt for a mixed loadout of elements rather than three of a kind.
Outside of raw power, there are a few high-utility spells that function very differently depending on whether the player is alone or in a group. Rescue, for instance, can turn a lost fight into a successful one at the click of a button, but it is functionally useless in solo play. Portal follows a similar route, being a good option for a single cowboy and an absurd one for multiple, purely due to how many additional spells can be thrown through and duplicated in a full team.
For a lot of the seemingly weaker spells, they aren't explicitly bad in general; they just get outscaled, or their usefulness becomes diminished in comparison to the stronger unlocks later on. It is one thing to throw out some pools of acid, but another to summon a storm of rain that coats the entire battlefield with corrosive liquid all at once.
On the other hand, due to the longer cooldowns, some late-game spells can actually feel a bit underwhelming, like Finger Guns, as the effectiveness is limited as is, but the two-minute cooldown makes it even harder to justify in a run.







