GuideFar Far West
Far Far West Elec Spells: All 5 & the Portal Trick
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 compatible spell projectiles thrown through a gate. This guide breaks down each Elec spell, the Portal duplication mechanic, and the current Acid and Geyser interactions that make Elec the game's premier amplifier.

About the game
Far Far West
Evil Raptor · Fireshine Games
Updated 2026-10-02: The live cooldown reference now treats Mino's 7-second cooldown as faster than Portal's 10 seconds, and the spell hub link reflects all six schools.
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 compatible spell projectiles), 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, so replace a utility slot with it at level 12 if your build has a compatible projectile to duplicate. Key reactions: Rain plus Strikes makes Acid Storm, while the current patch also improves the separate Geyser plus Elec interaction.
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Far Far West Elec spells? (quick answer)
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 compatible spell projectiles. This guide covers all five spells and the combos that make Elec a near-mandatory pick in the late game.
Current status: October 2026
The current public build is Far Far West Early Access 0.2.0.20, posted September 7. The official patch notes say the Acid Geyser plus Elec combo is now more reliable and displays “COMBO!”; the current Elec reference still lists five spells at levels 1, 4, 12, 20, and 35. The roster and cooldowns below follow that live reference, while combo names are kept distinct so Acid Storm is not confused with the separate Geyser interaction.
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 compatible spell projectiles 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
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 compatible spell projectiles thrown through it. Ordinary arrows are not affected, and a projectile is duplicated once rather than indefinitely. 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 a compatible spell projectile thrown directly through an active portal is duplicated once, giving you two Firebeams, two Bubbles, or two Drains for the price of one cast. Ordinary arrows do not receive the duplication effect. 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 is available almost every fight, while the current reference lists Cactus Mino at 7 seconds. 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.
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. Rain (Acid, level 35) plus Strikes (Elec, level 1) creates Acid Storm, an electrified rain effect that calls down lightning strikes. That is one of the cornerstone chain reactions in the game: Rain sets up the field, Strikes converts it into automated area damage.
The current community wiki also documents a Cactus interaction: Strikes can supercharge a Cactus summon into a six-strike AoE. Treat that as a documented cross-school interaction rather than a blanket rule for every Cactus summon. The Fire school has its own documented interactions too, so test the exact spell pair against the current patch rather than assuming every Elec hit converts every summon.
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.
Strikes is the chain trigger: pair it with Rain for Acid Storm, or use the documented Cactus interaction for 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 up to two linked gates for teleportation and duplicates compatible spell projectiles thrown through it once, on a 10-second cooldown. Ordinary arrows are not duplicated.
Best Elec combo? Rain plus Strikes creates Acid Storm; the separate Geyser plus Elec interaction is more reliable in the current patch; Portal duplicates compatible spell projectiles; the wiki also documents the Cactus interaction.
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.
Step-by-Step: building an Elec loadout
1. Unlock the core pair: Take Strikes at level 1 for the reliable line attack, then plan around Portal at level 12 for movement and compatible projectile duplication.
2. Set up the reaction: Use Rain before Strikes for Acid Storm, and keep the Geyser plus Elec interaction separate when testing the current patch behavior.
3. Add mobility and finishers: Use Boing or Swap for escape and repositioning, then decide whether Thunderstrike's level-35 burst is worth the slot beside Portal.
Related Reading
The Far Far West Spells Guide covers all six schools and the current documented 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.
- Far Far West Voodoo Spells: All 5 & the Healing Rule: Far Far West Voodoo spells and the healing rules.
- Far Far West Beginner Guide: Tips for New Cowboys 2026: elemental combos, the Joker system, and starting weapons.
- Far Far West Boss Guide: All Four Bosses and Strategies: Cryptic encounters, attack patterns, weak points, and spell choices.
- Far Far West Best Weapons: Tier List and Loadout Picks: weapon rankings and the loadouts Elec can amplify.
- Far Far West Co-op Guide: Multiplayer Setup and Team Tips: party setup and cross-player spell reactions.
- Far Far West Boss Guide: Cryptic Train, Vulture, Saloon & Necromancer: boss strategies for spell-focused runs.
References
- Far Far West on Steam: official store page, updates, and patch notes
- Fireshine Games: the publisher's Far Far West page
- Far Far West official Steam announcements: Early Access 0.2.0.20 and current patch notes
- Far Far West Elec Spells: current five-spell roster, unlock levels, and cooldowns
- Far Far West Portal: portal count, projectile duplication, and arrow limitation
- Far Far West Rain: Acid Storm interaction with Strikes
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