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Far Far West Elec Spells: All 5 & the Portal Trick

8 min readBy Zara Chen
Far Far West first-person view firing crackling lightning bolts into skeletal enemies along a desert rail line
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Far Far West

Evil Raptor · Fireshine Games

This Far Far West Elec spells guide covers all five spells in the chain-and-mobility school, from the level-1 Strikes to the level-35 Thunderstrike, and the one spell that reshapes the entire game: Portal. Elec chains damage, provides escapes, and at level 12 hands you the ability to duplicate any spell you throw through a gate. This guide breaks down each Elec spell, the Portal duplication mechanic, and the Acid and Cactus combos that make Elec the game's premier amplifier.

TL;DR: The Elec school has five spells: Strikes (lvl 1, line of lightning), Boing (lvl 4, escape jump), Portal (lvl 12, spawns linked gates and duplicates any spell thrown through), Swap (lvl 20, position swap plus explosion), and Thunderstrike (lvl 35, dive bomb). Elec is the chaining, mobility, and utility school. Portal is the single most important spell in the game, replace a utility slot with it the moment it unlocks at level 12, because duplicating your best spell doubles your combos. Key reactions: Strikes on an Acid puddle makes a thunderstorm, and Strikes supercharges Cactus summons into a six-strike AoE.

Far Far West Elec spells: the amplifier school

Elec is the school that makes everything else better. Its spells chain between targets, provide mobility, and include Portal, the mechanic that changes everything at level 12. Where Fire deals burst and Voodoo heals, Elec multiplies, it chains damage across a group, repositions you out of trouble, and duplicates your strongest spells outright.

The school has five spells, unlocked at levels 1, 4, 12, 20, and 35, and one of them, Portal, is widely considered the single most important spell in the game. Understanding Elec is really understanding two things: how Strikes chains into other schools, and how Portal reshapes every loadout once you can duplicate your best cast. This guide covers all five spells and the combos that make Elec a near-mandatory pick in the late game.

Key takeaways

  • The Elec school has five spells, unlocked at levels 1, 4, 12, 20, 35.
  • Strikes (lvl 1, 20s): a line of lightning that zaps everything in range.
  • Boing (lvl 4, 15s): an instant escape jump with a 0.2-second cast.
  • Portal (lvl 12, 10s): spawns linked gates and duplicates any spell thrown through.
  • Swap (lvl 20, 25s): swaps positions with an enemy, explosion at both spots.
  • Thunderstrike (lvl 35, 100s): rise up and dive bomb the area.
  • Portal is the single most important spell in the game, take it at level 12.

The five Elec spells

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Here is the full Elec school, in unlock order.

Strikes (level 1, 20-second cooldown) is a line of lightning strikes that zaps everything in range. It is your reliable opener and the trigger for Elec's best cross-school combos.

Boing (level 4, 15-second cooldown, 0.2s cast) is an instant jump to escape enemies, pure mobility with almost no cast time, the spell that gets you out of a bad spot.

Portal (level 12, 10-second cooldown) spawns up to two linked portals for teleportation, and crucially duplicates any spell thrown through it. It is the school's, and the game's, defining spell.

Swap (level 20, 25-second cooldown, 0.2s cast) swaps positions with an enemy and detonates an explosion at both locations, a mobility-and-damage tool that repositions you while punishing the enemy you traded places with.

Thunderstrike (level 35, 100-second cooldown) sends you rising up and then dive bombing the area, the school's endgame burst finisher.

GODEEPER: Elec amplifies the other schools. See how it pairs with the burst school for doubled damage. Far Far West Fire Spells Guide →

Portal: the spell that changes everything

If there is one reason Elec is near-mandatory, it is Portal. It spawns up to two linked gates, and any spell card thrown directly through an active portal is automatically duplicated, you get two Firebeams, two Bubbles, or two Drains for the price of one cast. It is the single highest-leverage spell in the game once you reach level 12.

What makes it broken is the cooldown: at 10 seconds, Portal ties the Cactus Mino for the lowest in the game, so it is available almost every fight. You are not duplicating a spell once per encounter, you are doing it repeatedly. Whatever your best combo is, Portal makes it twice as effective on a near-permanent basis.

The practical advice the community repeats: Portal should replace one of your utility spells the moment it unlocks, and you should read the full combo table before you hit level 12 so you do not waste the unlock. Portal reshapes how you build, because every loadout now has a question attached: which spell do I most want to duplicate? Build the answer around Portal.

Far Far West first-person bullet-hell combat with glowing green skull projectiles and orange tracers filling a desert arena Portal is the game's highest-leverage spell: throw any spell through a gate and it duplicates on exit. At a 10-second cooldown it is available almost every fight, so build your loadout around the spell you most want to double.

The chain combos: Acid and Cactus

Strikes is the other half of Elec's value, because it triggers the school's signature reactions. Strikes contacting an Acid puddle does not just deal Elec damage, it turns the puddle into a thunderstorm that auto-targets nearby enemies. That is one of the cornerstone chain reactions in the game: Acid sets up the puddle, Strikes converts it into automated area damage.

Elec also supercharges the Cactus school. Strikes can supercharge any Cactus summon into a six-strike AoE, which makes Elec plus Cactus one of the strongest cross-school combos, the Cactus Mino plus Strikes becomes a Tesla tower, for example. And the Fire school benefits too: a Fire Wisp hit with Elec damage converts into an Electric Wisp that jumps between targets spreading burn.

The pattern across all of these is consistent: Elec is the amplifier. Strikes turns other schools' setups into bigger, automated, chaining damage, and Portal doubles whatever you throw through it. You rarely run a full Elec loadout, you run Strikes and Portal as the multipliers for everything else.

Mobility and the endgame: Boing, Swap, Thunderstrike

Beyond chaining and duplication, Elec is the mobility school. Boing is your low-cooldown escape, a near-instant jump out of danger, and Swap doubles as repositioning and damage by trading places with an enemy and exploding both spots. In a game where standing still gets you killed, having an Elec mobility spell in your kit keeps you alive through the chaos your combos create.

Thunderstrike is the level-35 finisher, a rise-and-dive-bomb that delivers burst on a 100-second cooldown. Like the other endgame spells, it is a payoff you build toward rather than a staple, and it competes for a slot with the always-valuable Portal.

The takeaway for loadouts: Elec's early spells (Strikes, Boing) and Portal are the school's core, with Strikes and Portal doing the heavy lifting as amplifiers and Boing covering mobility. The higher-level Swap and Thunderstrike are situational extras. Build Elec for what it multiplies, not for raw Elec damage alone.

Far Far West night desert combat with crackling lightning and green projectile streams against skeletal enemies Strikes is the chain trigger: hit an Acid puddle and it becomes an auto-targeting thunderstorm, or supercharge a Cactus summon into a six-strike AoE. Elec multiplies the other schools rather than dealing damage alone.

What to duplicate through Portal

Once Portal is in your loadout, the central decision of every run becomes which spell you most want to double, and the answer shapes everything else you bring. Portal is only as good as the spell you throw through it, so build deliberately around the duplication.

For raw burst, duplicating a Firebeam is a classic: two scorching beams, or two fire tornadoes if you aim them at Acid surfaces. For setup, duplicating an Acid spell doubles the surface you then trigger, turning one combo into two. In co-op, duplicating a Drain or a Ritual doubles your healing output, which can be the difference in a long fight. The point is that Portal does not have a "best" target in the abstract, it has the best target for your build.

The practical habit is to designate your "Portal spell" when you assemble a loadout and play around getting it through the gate cleanly. Position the portals so your highest-impact cast passes through during a fight, rather than placing them randomly and hoping. Because the cooldown is so short, you can build a rhythm: drop the gates, push your key spell through, and repeat almost every encounter. A player who treats Portal as the centerpiece of the loadout, not a utility afterthought, gets far more out of the school, and out of the level-12 power spike, than one who throws it down and forgets it.

GODEEPER: Portal duplication becomes the backbone of late-game theory. See how advanced strategy builds around it. Far Far West Advanced Strategy Guide →

Frequently Asked Questions

What are the Elec spells? Strikes, Boing, Portal, Swap, and Thunderstrike, unlocked at levels 1, 4, 12, 20, and 35. Elec is the chain, mobility, and utility school.

How does Portal work? It spawns linked gates for teleportation and duplicates any spell thrown through it, on a 10-second cooldown. It is the game's highest-leverage spell.

Best Elec combo? Strikes on an Acid puddle makes an auto-targeting thunderstorm; Portal duplicates your strongest spell; Strikes supercharges Cactus summons.

Should I prioritize Portal? Yes, take it the moment it unlocks at level 12. Duplicating your best spell is the biggest power jump in the game.

Is Elec good? Yes, it chains, provides mobility, and holds Portal. Strikes and Portal are amplifiers that few late-game loadouts skip.

What do Strikes and Boing do? Strikes is a line of chaining lightning and a combo trigger; Boing is a near-instant escape jump. Both have short cooldowns.

The Far Far West Spells Guide covers all five schools and the full cross-school combo table.

The Far Far West Fire Spells Guide breaks down the burst school that Elec amplifies and duplicates.

The Far Far West Complete Guide is the hub for every Far Far West system, from spells and builds to bosses.

References

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About the author

Zara Chen

Critical Theorist & Features Writer

Critical game theorist with a background in film criticism. Writing for print and digital outlets since 2015. Specialises in genre analysis and design heritage.

  • Background in film criticism
  • 10 years games coverage
  • Genre theory and design history specialist
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