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GameBrief · Guides
Far far west strategy guide for experienced players — Joker card builds, spell combos, loadout archetypes, gold routes, and Nightmare boss tips.

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Far Far West
Evil Raptor · Fireshine Games
This far far west strategy guide is for players who've logged 15+ hours and want the mechanics that don't show up in first-session tips. Most players stop at the beginner loadout — fire spell, Winchester, one Voodoo for sustain. It gets them through Hard. On Very Hard and Nightmare, that baseline costs runs because it leaves CDR, Joker economy, and spell combo uptime on the table.
TL;DR: CDR stacking can hit 66% reduction, dropping Portal to a 3.4-second cooldown. Three loadout archetypes — Storm Chain Gunner, Iron Reaper Melt, Deadeye Spellhand — cover the three main difficulty contexts. Never kill a boss before looting the map; the post-boss infinite wave locks out everything. Glass Cannon + Second Wind is the highest-damage Joker pairing that doesn't get you killed. Pickaxe yields 40 gold per vein; explosives yield 20 — don't mine with spells when you need gold.
Far Far West strategy rewards systems thinking more than reaction time. The difference between a Normal clear and a Nightmare clear isn't faster aim — it's build architecture. Joker slot economy, spell cooldown management, and route sequencing separate runs that finish with 80% health from runs that end before the boss.
Three gaps separate intermediate players from advanced ones:
CDR awareness. Most guides mention cooldown reduction once and move on. At 66% CDR, the entire spell rotation changes. Portal drops to roughly 3.4 seconds. Mino becomes a perpetual presence. The Dual Tornado sequence you cast every 50 seconds becomes something you can fire twice per boss phase.
Joker economy. The game has 95 Joker cards across six tiers. Players running their first 20 hours tend to pick whatever looks good. Advanced play treats Joker slots like build slots — every card needs to trigger every 5-10 seconds or it's dead weight. A Joker that only activates on specific boss phases is a weaker pick than one that fires on every kill wave.
Map sequencing. The post-boss infinite wave is the mechanic most players learn the hard way. Kill the boss too early and the wave spawns before you've touched the Joker cards, secret objectives, and gold veins. There's no recovering from this — the wave doesn't stop, and extraction is your only option. Advanced players run a mini-route that sweeps every side objective before committing to the boss encounter.
The foundation choices you make at levels 1-20 determine what's available at 35. Here's the sequence that keeps the most doors open:
1. Secure your CDR anchor first (levels 1-12). Before you have Portal, the CDR benefit applies to Mino and Strikes. More Mino placements, more Tesla tower procs. Prioritize CDR Jokers when the Gamba Machine offers them in the first two runs.
2. Lock in your weapon pairing by run 5. The Gamba Machine shows visible odds since Hotfix 3 — use that information. Commit to one weapon upgrade line and max it. Spreading levels across three unfinished weapons produces weaker performance than a single maxed line. Winchester + Lightning Revolver for most players; Leveredge + Boomerang for players targeting Nightmare from the start.
3. Slot Portal at level 12 and learn the throw-through-gate muscle memory immediately. Portal has a 10-second cooldown at base. At 50% CDR it's 5 seconds. The mechanical habit — place gate, throw spell through center of gate, not beside it — takes 3-4 runs to internalize. Start at level 12, not 25.
4. Pick your first Legendary Joker carefully. The two strongest options for most builds are Glass Cannon (+40% weapon and melee damage, -25% HP) and Speedster (damage and fire rate scale with velocity). Glass Cannon requires Second Wind in the same loadout — it's not survivable without a cheat-death safety net. Speedster requires mobility investment first, specifically stacked Run and Gun Jokers, before the damage bonus becomes meaningful.
5. Complete secret missions in order: Far West bell first, Canyon medallions second. The Bellshot Joker from the Far West bell mission provides healing on precision kills — it pays off immediately in any loadout. Canyon's Pick Pick Joker adds persistent damage-over-time to bosses. Unlock both before progressing past Very Hard difficulty.
GODEEPER: All 25 spells ranked by school, the complete elemental reaction table, and the Portal duplication mechanic explained in full. Far Far West Spells Guide — Schools, Combos, and Reactions →
The Far Far West spells guide covers the full reaction table. These are the three combos that matter most at advanced difficulty levels, with specific timing.
The Dual Tornado sequence at peak output: two simultaneous fire tornadoes from one Portal + Bubble + Firebeam cycle.
The ceiling on this combo is two simultaneous roaming fire tornadoes from a single spell cycle. Setup takes 5 seconds from Portal placement:
Two tornadoes, each dealing continuous AoE, from a spell rotation that costs you three cooldowns. At 50% CDR: Portal is back in 5 seconds, Bubble in 25 seconds, Firebeam in 40 seconds. In sustained boss fights, you can run this sequence twice before the boss phases. In open arenas this is the highest damage output available before level 35.
The positioning constraint: Portal placement must create a line-of-sight gate between you and the cluster. Cramped final boss arenas require deliberate early placement — Portal at the start of the fight, not mid-chaos.
Less flashy, more consistent. Mino's base cooldown is 10 seconds; at 66% CDR it's 3.4 seconds. You have a mine active essentially permanently.
Every Strikes cast that contacts a live Mino converts it to a Tesla tower, which arcs lightning at all nearby enemies. With multiple Minos active — achievable at 66% CDR — a single Strikes triggers 2-3 towers simultaneously. The AoE coverage from three Tesla towers handles clustered wave enemies without requiring you to aim at individual targets.
This combo does less burst than Dual Tornado but operates on much shorter cycles. Good for sustained wave management between major boss damage windows.
Available at level 20. Wisp (Fire school) maintains persistent burn across multiple enemies. Hit an active Wisp with any Elec damage — including the Lightning Revolver — and it converts to an Electric Wisp that spreads burn on every hit and jumps between targets on kill.
Through Portal: Throw Wisp through the gate — two Wisps activate simultaneously. Immediately fire the Lightning Revolver through the gate or cast Strikes nearby — both convert to Electric Wisps. Two jump-chain Electric Wisps clear entire waves while you focus the boss.
The combo requires the Lightning Revolver or an Elec spell. It's why the weapon tier list puts Lightning Revolver in S-tier for builds that include Fire spells — the weapon isn't just a secondary, it's a combo activator.
Three Far Far West strategy archetypes cover the full difficulty range.
The Deadeye Spellhand setup for solo Nightmare — Leveredge precision, Wallow funneling, Ritual sustain.
Weapons: Quadcylinder (primary) + Revolver (secondary) Spells: Strikes + Bubble + Drain Key Jokers: Homing Burst, Mark Ace, Soul Siphon
The Storm Chain Gunner is the cleanest all-around loadout for players moving from Hard to Very Hard. Quadcylinder handles wave clear at medium range. The Revolver's Mark Ace interaction triggers after weakspot hits, which chains well with Headbang's +20% weakspot damage. Soul Siphon (2 HP per soul pickup, stackable) handles sustained healing without Voodoo spells — freeing the third spell slot for a damage option instead of Drain.
Stat priority: fire rate and damage first, then CDR for Strikes and Bubble. The Revolver secondary needs Draw Speed investment for the snap-aim weakspot targeting that activates Mark Ace.
The loadout's ceiling is Very Hard. On Nightmare, the boss DPS requirements push you toward a more specialized option.
Weapons: Minigun (primary) + Sheriff Stars (secondary) Spells: Firebeam + Portal + Voodoo (Drain or Ritual depending on solo/co-op) Key Jokers: Frenzied Spin, Second Wind, Glass Cannon
The Iron Reaper is the highest single-phase boss DPS option. Minigun with Frenzied Spin (fires twice as fast when kill counter exceeds 10) plus Glass Cannon (+40% weapon damage) outputs more damage per second during boss vulnerability windows than any other setup — but the Glass Cannon HP penalty means you're at 75% health constantly.
Second Wind is non-negotiable in this loadout. It's the safety valve that makes Glass Cannon viable: one cheat-death per 180 seconds offsets the HP reduction. Without it, one mistimed boss attack during a damage phase ends the run.
The minigun reload window remains the critical weakness. Portal lets you reposition to cover during reload cycles. Pre-cast Portal before each boss vulnerability window so you have an exit point when the reload forces you off the burn.
The Sheriff Stars secondary exists for ammo sustainability — running out of minigun ammo mid-boss phase is the failure mode this loadout needs to avoid.
Weapons: Leveredge (primary) + Boomerang/Moverang variant (secondary) Spells: Boing + Wallow + Ritual Key Jokers: Eagle Lever, Headbang, Stacked Lever, Soul Siphon
This is the Nightmare solo build. Leveredge is a precision rifle — stat priority is Damage, then Draw Speed, then Fire Rate. Headbang (+20% damage to weakspots) is the damage foundation; Eagle Lever extends effective range before enemy aggro; Stacked Lever reduces reload requirements during intense phases.
Wallow (Cactus school, level 12, 40s cooldown) creates spike walls that slow enemies and funnel them into predictable lanes — which is the targeting assist that makes headshots consistently landable under pressure. Place Wallow before enemies cluster, position Leveredge on the funnel lane, headshot through it.
Ritual (Voodoo, level 20, 100s cooldown) sustains health in Nightmare without requiring Drain's tight positioning requirement. Solo on Nightmare, health packs alone don't cover the damage output — Ritual provides the team healing ring you would otherwise need a co-op partner to supply.
The boss approach for Deadeye Spellhand is a "Throw, Turn, Dash, Jump" cycle: throw Wallow into the boss's advance path, turn to create angle, Boing (15s cooldown) to reposition, fire Leveredge headshots during the repositioning window. Target projectile orbs during the Vulture boss specifically — Leveredge one-shots most orbs at max damage investment, which reduces the projectile density more effectively than any AoE option.
GODEEPER: Full boss phase breakdowns, the infinite wave rule, and spell picks by boss type. Far Far West Boss Guide — All Five Bosses and Strategies →
Basic movement advice is "keep moving." Advanced Far Far West strategy is structured about where and when you move, not just that you're moving.
Boing as a reposition tool, not an escape. Boing (Elec school, 15s cooldown) repositions you instantly. The advanced use isn't emergency escape — it's pre-emptive angle creation. Cast Boing to a position with line-of-sight through your active Portal before the damage window opens, not after you're already under pressure. Boing out of position reactively wastes the cooldown on survival; Boing into position proactively sets up the next combo.
Wallo's funnel geometry. Three Wallo placements can create a narrow lane that enemies must travel through. The lane needs to be 1.5-2 enemy widths wide — enough to let enemies advance but narrow enough that Leveredge headshots land on clustered targets rather than whiffing on spread formation. In open maps this requires deliberate pre-combat placement. In Nightmare, setting up the funnel before engaging is the difference between efficient headshot chains and scrambling at the edge of the storm.
Storm boundary awareness in solo. Nightmare's storm closes faster than co-op runs. It's easy to build tunnel vision on a combat engagement and drift into the storm's edge while managing waves. Two habits that prevent this: glance at the minimap every 10-15 seconds during sustained fights, and place Portal near the storm boundary early in the fight. If you're about to get pinched, the Portal lets you teleport back toward the center rather than running through storm exposure.
Reload during movement, never stationary. Sniper enemies on Nightmare track still targets accurately. The minigun reload cycle is where most Nightmare deaths happen — players plant to finish the reload and get punished by sniper tracking. Cross-map movement during reload breaks aim lock. It feels wasteful. It's correct.
The following far far west strategy tips apply primarily to Very Hard and Nightmare, where a single sequencing error costs the run.
Complete the map before pulling the boss. Every boss kill in Far Far West spawns a permanent infinite enemy wave. There is no looting after the boss dies — extraction is the only option. Run the full map sweep first: all gold veins (pickaxe only — 40 gold each versus 20 from explosives), all Joker card locations, all white question mark objectives. On Canyon specifically, complete all four medallions before engaging. Missing the Pick Pick Joker because you triggered the boss early is a Gold Tooth Joker per kill, every run, indefinitely.
Apply Bellshot and Pick Pick before opening damage phases. The Bellshot Joker (Far West secret mission reward) generates a heal-on-precision-kill bell above enemies. The Pick Pick Joker (Canyon medallion reward) applies persistent damage-over-time to bosses. Both need to be active and present in your loadout before the boss phase opens. Equip them in Town before the run, not after.
Time the minigun reload to boss phase transitions. Every boss in Far Far West has a vulnerable window that opens after phase transitions. The minigun's reload cycle averages 3.5 seconds. If you start the reload 4 seconds before the phase transition — which is predictable by audio/visual tells — the reload finishes exactly as the window opens and you enter the burst phase with a full magazine. Doing the reload mid-vulnerability window is the single most costly mistake in boss encounters.
Firebeam through Portal during boss vulnerability windows. The Dual Tornado sequence works on bosses too. A boss that stays stationary during a vulnerability window takes both tornadoes simultaneously — the positioning constraint that makes Dual Tornado unreliable on moving enemies disappears when the boss is locked in a phase animation.
Abandon the boss fight if your Second Wind is on cooldown. Glass Cannon builds without Second Wind available have no margin for error. If Second Wind is on its 180-second cooldown and the boss phase is ongoing, play defensively — extend the fight rather than push for the kill and risk running into the next attack pattern at 75% HP with no safety valve.
The basic loop gets players through Hard. Gold pressure becomes the defining Far Far West strategy constraint on Very Hard and Nightmare, where Saloon upgrade costs scale faster than standard run payouts.
Pickaxe every vein. Gold veins mined with a pickaxe yield approximately 40 gold each. Mined with fire spells or explosives: 20 gold. That's a 50% penalty per vein for using spells. On a full run with 6-8 veins available, the difference is 120-160 gold per mission. Over 10 runs, that's 1,200-1,600 gold left on the table.
Stack Gold Tooth Jokers on dedicated farming runs. Gold Tooth is a Fine-tier Joker — low cost, high stacking value. Two copies doubles the extra gold per kill. Four copies provides a meaningful multiplier across every enemy in a full wave clear. The Canyon Medallion route (all four medallions before the boss) also rewards the Elder Pickaxe and Pick Pick Joker alongside the gold haul — it's the highest single-run payout available.
Route Marauder camps and veins on a single path. Marauder camps are marked on every map and guaranteed to spawn. Plot a route from landing to boss encounter that passes through all reachable veins and camps without backtracking. Backtracking adds 2-3 minutes per run that compound into lost gold over sessions.
Q: What is the best build in Far Far West for Nightmare difficulty? A: Leveredge + Boomerang (Moverang variant) with Eagle Lever, Headbang, and Stacked Lever Jokers. Pair with Boing, Wallow, and Ritual spells. Wallow funnels enemies into predictable headshot lanes; Boing handles repositioning; Ritual handles solo healing at a level health packs can't sustain on Nightmare. Target 66% CDR through Joker stacking so Wallow is nearly permanent.
Q: What is the best spell combo for experienced players? A: Dual Tornado — Portal + Bubble + Firebeam. Place Portal, throw Bubble through it for two simultaneous acid bubbles, follow with Firebeam through the gate for two roaming fire tornadoes. At 50% CDR the full sequence resets in under 40 seconds. In cramped arenas, the Mino Tesla Chain (Mino + Strikes at 66% CDR) is the consistent alternative when Portal placement is difficult.
Q: How do you unlock the secret Joker cards? A: Five secret mission Jokers are available across the maps: Bellshot (Far West bell sequence at three locations), Pick Pick (Canyon four medallion collection), Cactus Day (Desert cactus family matching), Shroom Grave (Woodlands mushroom circuit), Anti-Gravity Falls (Area 41 symbol input sequence). Complete Far West first — Bellshot's heal-on-precision-kill pays off in every subsequent run.
Q: How many Joker cards should I run? A: High-performing builds typically run 12-16 active Jokers, with distribution favoring damage and speed over niche synergies. Cut any Joker that doesn't trigger every 5-10 seconds — Jokers that only activate on specific boss phases are nearly dead slots compared to on-kill or on-damage effects.
Q: Does Glass Cannon work in solo play? A: Yes, but only paired with Second Wind (Mythic, cheat death at 50 HP, 180s cooldown). Without Second Wind, the -25% HP penalty means one mistake ends you. With it, you have one guaranteed save per 3 minutes. On Nightmare, play conservatively whenever Second Wind is on cooldown — extend the fight rather than push.
Q: What is the fastest way to level from 20 to 35 in Far Far West? A: Prioritize Far West and Canyon missions over other maps — those regions' rewards have the biggest direct combat impact and tend to yield more XP per encounter. Stack Soul-linked experience perks from the Town progression tree if available. Route gold vein sweeps and Marauder camp clears into the same run path to avoid dead time between encounters.
Q: Is Far Far West worth playing solo or does it require co-op? A: Fully viable solo — the Deadeye Spellhand loadout is the preferred far far west strategy for solo Nightmare. Difficulty scales per player count, so solo play is calibrated to one player. The main concession is that Ritual (your primary Nightmare healing tool solo) occupies a spell slot that co-op players can fill with a damage option, since a dedicated support player handles heals. The Far Far West co-op guide covers spell role splitting in detail.
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Games writer and reluctant optimist who has reviewed over 400 titles across 9 years. Irish, currently in Berlin. Has strong opinions about tutorial design.