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GuideFar Far West

Far Far West Best Weapons: Tier List and Loadout Picks

21 min readBy Finn CallowayUpdated 7 days ago

This far far west best weapons guide needs one important distinction: the current roster has 14 combat weapons, while this tier table ranks the original 10 ranged weapons. The current list is seven Main Weapons, Leveredge, Long Ranger, Minigun, Quad Cylinder, Shotgun, Knuckles, and Lasso, plus seven Sidearms, Revolver, Bow, Dual Revolvers, Boomerang, Sheriff Star, Banjo, and Jetpack, alongside four utilities. Two ranged guns carry the early game. A third earns its slot the moment you understand how the elemental combo system actually works, which is not the way some older weapon breakdowns describe it. Most guides also still describe unlocking weapons by hitting a player level. That system was removed before Early Access even launched, and current equipment uses shared Blueprints rather than the old fragment and gold flow.

Far Far West cowboy-styled robot characters silhouetted at sunset, one carrying a slung primary weapon, walking past a windmill in the desert

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About the game

Far Far West

Evil Raptor

This guide ranks the original 10 ranged weapons in the current roster using Evil Raptor's own data-mined weapon stats, the accuracy patch that hit the Minigun in June, and the real mechanic behind Fire, Electric, and Acid application, cross-checked against the game's official wiki and live Steam community discussion. Far Far West sat at Overwhelmingly Positive across 38,422 all-language Steam reviews when we checked on October 5, so the tier calls below reflect a genuinely large player base weighing in, not a handful of early access opinions.

Updated 2026-10-24: The Fear Fear West update (version 0.3.0.0, October 22) buffed five Sidearms and one utility, so the numbers below now follow Evil Raptor's patch notes and the wiki: Revolver 13 to 15 damage, Sheriff Star 20 to 22 damage with 20 ammo instead of 15, Boomerang 6 to 7 per hit, Bow 30 to 40 at full draw, Banjo 2 XP per HP healed instead of 1, and Healing Area 60 seconds instead of 30. The same update added the Jetpack as a seventh Sidearm, so the roster is now 14 combat weapons, not 13. The game is $15.99 on Steam (20% off $19.99) for two weeks from October 22.

Correction 2026-10-26: Earlier versions said a Sidearm can only carry Fire, Electric, or Acid. Since Frostburn (August 27) Frost is a fourth option on every Sidearm, per Evil Raptor's patch notes and the wiki's Sidearm pages. The fire-electric-acid detonation chain described below is unchanged.

TL;DR: Far Far West has 14 combat weapons after Fear Fear West: 7 Main Weapons, Leveredge, Long Ranger, Minigun, Quad Cylinder, Shotgun, Knuckles, and Lasso, and 7 Sidearms, Revolver, Bow, Dual Revolvers, Boomerang, Sheriff Star, Banjo, and Jetpack, plus 4 utilities. This tier table ranks the original 10 ranged weapons. Leveredge and Minigun lead the community S tier, though a June 13 patch cut Minigun accuracy by roughly 30 percent. Current non-default Main Weapons and Sidearms cost 8 shared Blueprints, while utilities cost 4. Every Sidearm, Jetpack and Banjo included, can be assigned Fire, Electric, Acid, or Frost. Dual Revolvers posts the highest raw ranged-secondary DPS (73) but ranks low in community tier lists because of ammo economy, and Healing Area is the one item players agree to skip.

Update, August 28, 2026: the August 27 Frostburn update changed two things this guide covers below. First, Far Far West's roster grew from 10 ranged weapons to 13 combat weapons when Knuckles and Lasso entered the Main Weapon slot and Banjo entered the Sidearm slot; those three melee weapons are not tier-ranked in this table. Second, the old fragment-tracking unlock system is gone: Blueprints are now a shared currency earned during missions, with current costs of 8 for Main Weapons and Sidearms and 4 for Utilities. The DPS and stat figures below for the original 10 ranged weapons are unaffected. Full details: Far Far West Frostburn update coverage.

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Far Far West best weapons? (quick answer)

Among the ten ranged weapons ranked here, Leveredge is the safest all-purpose primary and Sheriff Star is the strongest ranged Sidearm for players who recover its returning projectiles. Minigun has the highest sustained primary ceiling after its 8-second spin-up, while Frostburn's Knuckles, Lasso, and Banjo are current melee weapons outside this ranged tier table.

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  • Leveredge (S tier): forgiving lever-action primary, 60 DPS, 10-round magazine, base stats untouched by patches so far
  • Minigun (S tier): 8-second spin-up from a base 7 DPS to roughly 87.5 DPS at its 750 RPM cap, interrupting the burst resets your ramp to zero; accuracy was cut 30 percent in the June 13 patch (version 0.1.1.10)
  • Sheriff Star (S tier secondary): thrown star that returns to you, 22 damage per hit since the October 22 update, 20 ammo, effectively unlimited ammo if you recover the stars
  • Quad Cylinder, Revolver, and Ammo Pack are the default equipment. Current non-default Main Weapons and Sidearms cost 8 shared Blueprints, and Utilities cost 4, with no separate Gold purchase. Nothing in the current build gates equipment behind a player level.
  • Any secondary weapon, not a unique gun, carries your Fire, Electric, Acid, or Frost element: assign the element to the secondary you already like
  • Dual Revolvers has the highest raw secondary DPS in the game (73) but ranks C/D tier in community consensus because of ammo economy
  • Healing Area heals 5 HP per second in a 5-meter circle for 60 seconds since the October 22 update; Bottle Crate drops 3 bottles worth 70 HP each over 3 seconds and can be carried between rooms, which is why the Steam community has rated it higher

The 10 Ranged Weapons This Tier List Ranks

WeaponTypeDPSMagazineUnlocksCommunity tier
LeveredgeMain Weapon60108 BlueprintsS
MinigunMain Weapon7 base, up to 87.5 at full RPM300 total8 BlueprintsS
Long RangerMain Weapon3878 BlueprintsA
ShotgunMain Weapon18 per pellet, up to 127 point-blank108 BlueprintsA (meta shifted after Quad Cylinder's buff)
Quad CylinderMain Weapon64 (highest Main Weapon)24StartB
Sheriff StarSidearm44208 BlueprintsS
BowSidearm40 per full-draw arrow18 BlueprintsA
BoomerangSidearmup to 35 per throw (5 hits)18 BlueprintsA
RevolverSidearm455StartB
Dual RevolversSidearm73 (highest ranged secondary)128 BlueprintsC/D

Two things stand out. First, Quad Cylinder and Dual Revolvers post two of the three highest DPS numbers among the original ranged roster and both still land in the bottom half of community tier lists. Read the next sections for why the tooltip number and the practical ranking disagree. Second, the current "Unlocks" column uses shared Blueprints, not player levels, for every non-default Main Weapon and Sidearm. Blueprints drop from killing the mission boss, killing a Coyote, forging one at an Anvil, or getting one from a Wishing Well, then are spent at the Gunsmith. The current wiki and the official 0.2.0.20 notes document 8 Blueprints for Main Weapons and Sidearms and 4 for Utilities. Several older guides still describe a level-gated unlock system; that was removed during the Steam Next Fest demo build in February 2026, months before the game left closed playtest.

Far Far West Weapon Stats by Patch

The tier table above is our ranking. The table below is only the numbers: base stats for every Main Weapon and Sidearm in the current build, Jetpack included, before Upgrades and Jokers. Values the Fear Fear West update (0.3.0.0) changed are highlighted, the hotfix that followed (0.3.0.7) touched no weapon stats, and each row links to the patch notes or the dated wiki revision its numbers come from. Where the two disagree, as they do on the Bow's total ammo, we show a question mark instead of picking one.

Far Far West weapon stats Patch 0.3.0.7 (Oct 23, 2026), checked Oct 24, 2026. Highlighted values changed in 0.3.0.0 (Fear Fear West), Oct 22, 2026.
WeaponDamageSpecial hitFire interval (s)MagazineTotal ammoBlueprintsChanged in 0.3.0.0Sources
Main Weapons
Leveredge30n/a0.510908No change[1] [2] [3] [4]
Long Ranger50n/a1.337568No change[5] [2] [3]
Minigun7n/a0.08 to 1full spin to idle3003008No change[6] [2] [3] [7]
Quad Cylinder9n/a0.14242160defaultNo change[8] [9] [2] [4]
Shotgun6per pellet, 7 pelletsn/a0.3310808No change[10] [2] [3]
Knuckles1330chargedn/an/an/a8No change[11] [2] [3]
Lasso956charged, total over 1 sn/an/an/a8No change[12] [2] [3]
Sidearms
Revolver15n/a0.335600defaultDamage 13 → 15[13] [14] [2]
Bow40full drawn/a0.6 to 11?8Damage (full draw) 30 → 40
Can equip Speedster and Joker Trick
[15] [14] [16] [2] [3]
Boomerang77× 4 return hits1.71118Damage 6 → 7
No longer sticks to allies; can equip Panic Attack, Anti-Gravity Falls and Vampire
[17] [14] [2] [3]
Sheriff Star22n/a0.520n/a8Damage 20 → 22
Magazine 15 → 20
Pickup range upgrade 7% to 10% per slot
[18] [14] [2] [3]
Dual Revolvers1116× 2, thrown on reload0.1512968No change[19] [16] [2] [3]
Banjo925slam attackn/an/an/a8Healing XP 1 to 2 per HP restored[20] [2] [3] [14]
Jetpackn/an/an/an/an/an/aNew Sidearm (no published stats yet)[14]
  • Base values before Upgrades and Jokers. Fire interval is seconds between shots; lower is faster.
  • n/a: the stat does not apply, or no dated source lists it yet. ?: the sources disagree (see below).
  • Bow, total ammo: Sources disagree: patch V644 (May 14) set base ammo to 31, the wiki lists 30 (since June 28).
  • 0.3.0.7 (Oct 23, 2026): Bug fixes only; no weapon stat changes listed. [21]
Sources (21): 7 patch notes, 14 dated wiki revisions

Main Weapons Ranked

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Leveredge

Leveredge is Far Far West's lever-action rifle, and the "Winchester" name that still floats around community threads isn't a fan nickname guessing at its design; the weapon was literally called Winchester in Evil Raptor's own Steam Next Fest demo patch notes back in February 2026, before it was renamed for Early Access. It deals 30 damage per shot at a 0.50-second fire rate for 60 DPS, with a 10-round magazine, and needs the current 8-Blueprint unlock. Aside from a June 5 tweak that normalized its ADS sensitivity to match other weapons, data-mined stats show no nerf to its base damage or fire rate since launch, and the Steam community still rates it S tier: wide aim window, no severe drawback, effective from hour one through the current end of content.

What makes it work: the aim window is wide enough that landing shots doesn't depend on reflexes, and the firing cadence keeps you in DPS during enemy attack windups. What it won't do is out-damage a fully spun-up Minigun or a fully upgraded Quad Cylinder in a pure DPS race. It's the consistent baseline, not the burst tool.

Minigun

The Minigun doesn't reload in the traditional sense. Its clip is tied directly to a 300-round total ammo pool, so there's no reload animation to interrupt a suppression burst. Instead it runs on an 8-second spin-up: holding fire revs the barrel toward its 750 RPM cap, and damage output climbs as RPM increases. At its slowest, the base 7 damage per hit lands roughly once a second; at the full 750 RPM cap, that same 7 damage works out to about 87.5 DPS, the highest sustained output of any primary in the game once you've paid the full eight-second toll to get there. Interrupting the burst before that ramp completes resets RPM to zero, which wastes the entire eight seconds of commitment. That's the real skill gate, not a reload window tied to boss phase timing.

A balance patch on June 13, 2026 (version 0.1.1.10) cut the Minigun's accuracy by exactly 30 percent, and it drew visible pushback on the Steam forums: several posters noted the weapon "wasn't laser accurate to begin with" and that most builds already spent points on accuracy buffs to compensate. It still shreds groups once fully revved. It just costs more Joker or upgrade investment than it used to before you can rely on it the way older guides describe.

Far Far West player firing a primary weapon at a group of Cryptic skeleton enemies and a tall spectral apparition along exposed desert rail tracks at night Cryptic faction enemies, skeletons and the occasional spectral apparition, tend to cluster along exposed lines like these rail tracks. A wide aim window matters more here than raw per-shot damage.

GODEEPER: Elemental combos, the Joker system, and the Gamba Machine basics covered for new players. Far Far West Beginner Guide →

Long Ranger

Long Ranger is the precision pick: 50 damage per shot, a 1.33-second fire rate that works out to roughly 38 DPS, and a 7-round magazine. The math favors picking off single high-priority targets, an elite Cryptic or a Marauder sniper, over sustained wave clear. Community sentiment places it a clear step below the S tier primaries: useful in the right moment, not a default equip.

Shotgun

Shotgun fires 7 pellets per shot at 6 damage each, on a 0.33-second interval. A single connecting pellet works out to roughly 18 DPS, which is why it reads as unimpressive on paper; land several pellets at point-blank range and that climbs past 125 DPS in one shot, which is the entire point of the weapon. It sat in the community's S-tier consensus for months after launch, but the Quad Cylinder's June 12 buff (version 0.1.1.10: base damage up from 8 to 9, total ammo up from 192 to 216 rounds, plus a 90 percent hipfire and ADS accuracy improvement on top of the 20 percent from 0.1.1.3) gave players a viable, far more forgiving alternative, and current Steam tier-list threads split the two rather than defaulting to Shotgun. Treat it as a close-range specialist rather than an all-rounder.

Quad Cylinder

On paper, Quad Cylinder is the best primary in the game. 9 damage at a 0.14-second fire rate works out to 64 DPS, the highest of any Main Weapon, with a 24-round magazine. Those exact numbers are current as of the June 12 patch (0.1.1.10), which raised base damage from 8 to 9 and total ammo from 192 to 216 rounds and improved hipfire and ADS accuracy by 90 percent, measured from the accuracy that the June 5 patch (0.1.1.3) had already raised by 20 percent. It's also one of only two combat weapons, alongside the Revolver, sitting in your loadout the moment you finish the tutorial: no Blueprints to spend and no separate purchase required. In practice, the Steam community still ranks it B tier. Its fire-rate scaling rewards heavy upgrade investment more than any other weapon in the ranged roster, so a low-rank Quad Cylinder undersells the ceiling badly. If you're not planning to sink resources into it early, the raw DPS number on the tooltip overstates what you'll actually feel in the first several hours.

Secondary Weapons and the Real Elemental System

Some weapon breakdowns describe a single secondary as "the electric weapon," as if only one specific gun can apply that element. That is not how the system works. Every secondary weapon can be assigned one of four elements, Fire, Electric, Acid, or Frost (added in Frostburn), and the fire-electric-acid sequence applied in order to a boss is what triggers a detonation burst. Which physical gun you're holding doesn't lock in an element. Your assignment does.

In practice that means your electric-carrier can be a Revolver, a Sheriff Star, or Dual Revolvers, whichever secondary suits your preferred range, ammo economy, and fire rate. You make the assignment at the Gunsmith in Town, and it costs nothing to change between missions. Pick the secondary you actually want to use first, then assign it whichever element your build or squad composition is missing.

Green elemental status effects raining down near the lit Cryptic Saloon structure at night in Far Far West The Cryptic Saloon is one of the game's named set-piece encounters. Elemental application, not raw weapon damage alone, usually decides how fast fights like this one end.

Sheriff Star

Sheriff Star throws a star that returns to you after impact, needs the standard 8-Blueprint unlock, and carries 20 stars since the October 22 update (up from 15). At 22 damage per hit (up from 20) on a 0.5-second interval, it puts out roughly 44 DPS whenever you're not busy retrieving stars, and the pickup-range upgrade now adds 10 percent per slot instead of 7. Because you recover the stars, ammo is effectively unlimited if you pick them back up between throws, and any that go unrecovered can still be refilled from ammo pickups. Fast, quiet hits make it the community's top-rated ranged Sidearm right now.

Bow

Bow is a charge weapon that needs the standard 8-Blueprint unlock: a quick tap fires a cheap arrow, while a full draw releases an explosive arrow that the October 22 update raised from 30 to 40 damage. That shot scales hard with the Ultra Draw and Overdraw Jokers, both Bow-exclusive uniques, and the same update let the Bow equip the Speedster and Joker Trick Jokers. It's mobile enough to fire while kiting on horseback, which makes it a strong pick for players who want to apply an element from range without standing still. Its charged shots also leave lingering elemental puddles on the ground, which is what makes it the pick community threads keep pointing to for spawner and chaff cleanup.

Boomerang

Boomerang needs the standard 8-Blueprint unlock and burns no ammo at all: it's the one ranged Sidearm that can't run dry mid-fight. A single throw lands its initial 7-damage hit (6 before the October 22 update), then up to 4 more 7-damage hits as it returns, for up to 35 damage and up to 5 separate element procs from one throw if every hit connects. The same update stopped it from sticking to allies and opened it to the Panic Attack, Anti-Gravity Falls and Vampire Jokers. That makes it a genuinely strong pick for players leaning on the elemental combo system rather than raw damage, though the game's own community discussions note the unlimited-ammo angle matters less than it sounds: ammo chests and the Ammo Pack already keep most loadouts topped up, and the Boomerang's base DPS is below average and inconsistent hit-to-hit.

Revolver

Revolver deals 15 damage on a 0.33-second interval for roughly 45 DPS, after the October 22 update raised its base damage from 13, with a 5-round magazine. Alongside the Quad Cylinder, it's the only Sidearm you start with, with no Blueprint cost. Its main trait is accuracy: it holds a flatter, more reliable aim at range than any other ranged Sidearm in the roster. It's a solid standalone option and a perfectly fine electric or acid carrier if you'd rather not commit to a charge weapon or a thrown one.

Dual Revolvers

Dual Revolvers posts the highest raw DPS of any secondary in the game at 73 (11 damage per shot, 0.15-second fire rate), beating even the Revolver's number. What most breakdowns skip: reloading isn't dead time here. The weapon throws both cylinders as explosive projectiles the instant you hit reload, each detonating for 16 damage in an area, turning a retreat-to-reload into a small burst of crowd control instead of pure downtime. Community tier lists still rank it toward the bottom of the secondary roster. The gap between paper DPS and practical standing comes down to ammo economy: a 12-round magazine burning that fast empties your reserves faster than the tooltip number suggests, especially before you've upgraded reserve capacity.

GODEEPER: A weapon with the best DPS on paper underperforming in practice isn't unique to Far Far West. ARC Raiders players run into the exact same trap with certain picks. ARC Raiders Weapons Tier List →

Utility Items and the Gamba Machine

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Four grenade-type items round out the loadout: Ammo Pack (free from the start), Bottle Crate, Healing Area, and Impulse Grenade. The three unlockable Utilities each need 4 Blueprints under the current patch, collected from killing the mission boss, killing a Coyote, forging one at an Anvil, or getting one from a Wishing Well.

The actual numbers explain the Steam community's near-unanimous verdict that Healing Area was the weakest item before the October 22 update. It creates a 5-meter healing circle that ticks for 5 HP per second, and the update raised its duration from 30 to 60 seconds, so its full 300 HP still needs you to stand inside it for a whole minute, rarely realistic mid-fight. Bottle Crate instead drops 3 bottles that each restore 70 HP over 3 seconds, can be picked up individually, and can be carried into the next room, for up to 210 HP delivered faster and without a "stand still" requirement. If you're choosing your first unlockable utility, Bottle Crate is the safer default; Impulse Grenade is worth tracking next for the mobility it adds.

The Gamba Machine in Town is a 250-soul pull for Joker cards. It's not a source of weapon stat variants; no system in the current build trades one weapon stat for another. Its odds, last confirmed via Hotfix 3 (version 601, released May 3, 2026), run Normal 25 percent, Fine 35 percent, Prime 20 percent, Mythic 16 percent, Legendary 4 percent, and that same patch is what made the odds visible before you spend souls on a pull. What actually changes a weapon's raw stats is the separate Upgrades system: each weapon earns one upgrade point per level, capping at 20 points once a weapon hits level 40 (six more available through Prestige), spent across categories like Damage, Fire Rate, Clip Size, and Reload Speed, plus weapon-specific categories such as Ammo Bag on the no-reload weapons (Minigun, Bow, Dual Revolvers) or Pickup Range on the Sheriff Star.

Solo run loadout

Leveredge primary, Sheriff Star secondary assigned Electric, Fire spell. This combination covers sustained wave damage through Leveredge, an ammo-efficient ranged option in Sheriff Star, and the first two steps of the elemental chain. Acid still needs to come from a separate spell rotation when you're playing solo, which is the one real gap in a one-player combo loadout.

Two-player squad loadout

Player 1: Leveredge primary, secondary assigned Electric, Fire spell. Player 2: Minigun primary, secondary assigned Acid, a support spell of choice. Splitting the elemental chain this way means detonations land consistently on bosses, and both players still carry a strong wave-clear primary for everything between boss phases.

Four-player squad loadout

Distribute by role:

  • Front-line: Shotgun plus Sheriff Star, parry-type spell. Close range fits the aggro-tanking position, and Sheriff Star's returning ammo keeps the front-liner sustainable.
  • Flanker: Long Ranger plus Bow (assigned Electric), Fire spell. Precision picks off priority targets while the Bow's horseback mobility supports repositioning.
  • Damage: Minigun plus Dual Revolvers (assigned Acid), any damage spell. Once fully spun up, Minigun's sustained output combined with Dual Revolvers' burst covers the pure-damage role.
  • Support: Leveredge plus Boomerang (assigned Acid or Electric depending on squad need), Bottle Crate utility slot. Boomerang's multi-hit nature helps proc the assigned element reliably from a safer position.

Tips

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Assign your secondary's element to match your squad's gap, not out of habit. Any secondary can carry Fire, Electric, Acid, or Frost. If a teammate already covers Electric, don't duplicate it on your own loadout.

Commit to the Minigun's spin-up or skip it for that encounter. Breaking the burst before the 8-second ramp completes wastes the entire investment. If you can't guarantee 8 seconds of clear, uninterrupted fire, pick a different primary.

Spend Blueprints on equipment, then invest in Upgrades. There's no system that trades one weapon stat for another. The Gamba Machine is Jokers only, at a fixed 250 souls per pull, and real stat gains come from the Upgrades menu once a weapon is leveled. Prioritize the equipment you have committed to unlocking with the shared Blueprint pool.

Don't trust a DPS number in isolation. Quad Cylinder and Dual Revolvers post the highest raw DPS in their categories, and both rank lower in practice because of ammo economy and required upgrade investment. Check community sentiment and your own ammo reserves, not just the tooltip.

Skip Healing Area for your first unlockable utility. It needs the same 4 Blueprints as Bottle Crate but heals slower over a fixed radius instead of dropping bottles you can carry with you. Bottle Crate outperforms it in every category the community has compared.

Common Mistakes

Assuming any weapon besides Quad Cylinder or Revolver unlocks at Start. Every other Main Weapon or Sidearm, including the Frostburn melee weapons, needs 8 shared Blueprints first; Utilities need 4. Guides that mention unlocking a secondary "at level 27" or "at level 6" are describing a system the game removed during the February 2026 demo build, months before Early Access launch.

Assuming a specific secondary is "the" electric weapon. There's no gun locked to one element. Any secondary can be assigned Fire, Electric, Acid, or Frost; picking a weapon by reputation instead of its range and ammo profile is the actual mistake.

Interrupting the Minigun's spin-up mid-fight. New players start firing, get flanked, stop to reposition, and lose the entire 8-second ramp in the process. Either hold a position you can defend for 8 or more seconds, or bring a different primary for that fight.

Running Dual Revolvers expecting its 73 DPS to translate directly into results. The ammo economy doesn't support that fire rate the way the raw number implies, especially before you've upgraded reserve capacity.

Ignoring the June 13 accuracy patch (version 0.1.1.10) on the Minigun. If you're following a build guide or muscle memory from before the nerf, the Minigun now needs more Joker or upgrade investment to hit the same reliability it had at launch.

Frequently asked questions

What is the best weapon in Far Far West? Leveredge is the strongest all-purpose primary: forgiving aim, 60 DPS, no accuracy nerf to date. Minigun has a higher ceiling once you commit to its spin-up. Sheriff Star is the community's top secondary.

Should I use the Minigun? Yes, if you can commit to its 8-second spin-up without interruption. The June 13 patch cut its accuracy by roughly 30 percent, so pair it with an accuracy Joker if it's your main primary.

What weapon applies Electric for the combo chain? Any secondary can be assigned Electric. It's a property you choose, not a unique gun. Pick a Revolver, Sheriff Star, or Dual Revolvers based on range and ammo, then assign the element.

Is Dual Revolvers worth using? It has the highest raw secondary DPS at 73, but the ammo economy can't sustain that fire rate without upgrades. Fine as a burst option, not a default pick.

What's the weakest item in the game? Healing Area, by near-unanimous Steam community agreement before the October 22 update doubled its duration. Players found Bottle Crate better on healing speed, range, and reliability.

How does weapon upgrading work? The Gamba Machine only sells Joker cards for 250 souls a pull, with odds visible since the May 3, 2026 Hotfix 3 patch. Raw weapon stats improve separately, through the Upgrades system tied to a weapon's own level.

Step-by-Step: choose a Far Far West weapon loadout

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1. Pick a primary for the run: Start with Leveredge or another weapon whose range and handling fit the contract.

2. Choose a secondary element: Assign Fire, Electric, Acid, or Frost to the secondary that best fits your aim and ammo comfort.

3. Add a utility item: Use a healing, mobility, or control option that covers the weakness your primary and spell school leave open.

4. Match the spell school: Read the Far Far West spells guide before locking in a reaction-dependent loadout.

5. Recheck the current patch: Frostburn added melee weapons and Blueprints, so compare the Frostburn update guide with your unlock plan.

References

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About the author

Finn Calloway

Action & Design Desk

GameBrief's byline for platformers, horror and action games. Dry, short paragraphs, strong opinions about tutorials and boss design.

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This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.

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Far Far West Best Weapons: Tier List and Loadout Picks