GuideFar Far West
Far Far West Frost Spells: All 5 & Shield Points System
Frost is the shield school: two of its spells hurt, all of them protect, and its best build barely casts them.
VerdictTake Frost for co-op shielding or a melee build. Skip it if you want a school that kills things by itself.
Far Far West Frost spells are shields first and damage second, and the best way to use the school barely involves casting them. Frostburn added Frost on August 27 alongside melee weapons, Shield Points and the volcanic Hellfire map. Pick it for co-op support or a melee build. If you want a school that clears waves on its own, this isn't it.

About the game
Far Far West
Evil Raptor · Fireshine Games
Updated 2026-10-24: The Fear Fear West update (v0.3.0.0, October 22) cut Thick Skin to one copy instead of two, a nerf Evil Raptor aimed at Frost and shield builds, made Fist Ro Dah's charged attack always apply Frost, and fixed Death's Dance, which had been slowing shield decay by 50% instead of the listed 30%. The October 23 hotfix stops Scout's Honor from building shield while you are downed.
TL;DR: Five spells: Breeze freezes, Bridge and Cube protect, Glaze and Blizzard both hurt and shield. Shield Points sit above your HP and cap at 100. The standout build is melee: Cold Blooded freezes on hit, Frost Bite refunds shield on frozen kills, and All Mighty turns the bar into damage.
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What are the Frost spells in Far Far West? (quick answer)
Frost has five spells, and only Glaze and Blizzard list any damage. The developers built it as the defensive element: "Freeze enemies and reinforce your shield." It can also be picked as the element on your secondary weapons, so you don't need a Frost spell slot to start freezing things.
The five Frost spells
| Spell | Unlocks at Frost level | Cooldown | Cast delay | What it does |
|---|---|---|---|---|
| Breeze | 1 | 40 s | 0.3 s | Freezes enemies in a wide cone |
| Bridge | 4 | 25 s | 0.2 s | Summons a bridge that shields allies who cross it |
| Cube | 12 | 20 s | 0.55 s | Turns you or an ally into an invulnerable ice cube |
| Glaze | 20 | 80 s | 0.4 s | A burst that damages nearby enemies and shields nearby allies |
| Blizzard | 35 | 120 s | 0.4 s | A blizzard that follows you, damaging all enemies and shielding allies |
Breeze is the opener and the one melee players want. Its description lists no damage; its job is to freeze a crowd so you can walk in and punch. Patch 0.2.0.20 swapped it into the first slot (Cube used to be first).
Bridge has the quickest cast in the school and does no damage either. Allies only get the shield by walking across it, so lay it along the path your team is already taking.
Cube is the panic button: freeze a teammate who's about to go down, or yourself when you can't dodge. Since Patch 0.2.0.20, "the cast animation can now be canceled by holding the click while casting the spell", which the developers say gives "more control and faster reactions".
Glaze is the first spell that does both jobs at once. Fire it into a packed fight, not at one or two enemies.
Blizzard is the Frost finisher and has the longest cooldown in the school. It moves with you rather than staying where you cast it, which makes it the strongest pick for keeping a whole team shielded through a wave.
Screenshot: Steam store page. A Frost cast fills the space in front of the player with ice; freezing is the school's main tool.
GODEEPER: Frost is one of six schools, and the cross-school combos are in the hub. Far Far West Spells Guide: Schools, Combos, and Reactions →
How do Shield Points work?
Shield Points arrived with Frostburn because melee weapons put you in range of a lot more hits. The bar sits above your HP and takes damage first, and it caps at 100. It starts to drain once you stop gaining points for a few seconds. Patch 0.2.0.20 fixed a bug where the shield decayed too early if you gained more while already holding some, which the developers call an "indirect shield buff".
Shields come from three places: Frost spells (Bridge, Glaze and Blizzard shield allies directly), Frost on your weapons (applying Frost to an enemy gives you 1 point), and Jokers. That last group is where the school gets interesting, because several of them work without any Frost spell equipped.
The drain is the most common complaint. In a Steam thread titled "Is it me or does Frost suck?", Zet395 wrote that the shield "wears off before I even take hits", and Heavy Professor said that by the time a Blizzard has built a big shield, "there's nothing alive anymore it can protect me against, and it just goes away." painocelot22 disagreed: "Build so you can spam blizzard and you just win." Both are right. A shield you build away from danger is wasted, so Frost works best when you stay in the fight.
The melee freeze loop
Frostburn's best Frost build hardly casts Frost. Two Jokers carry it:
| Joker | Rarity | Effect |
|---|---|---|
| Cold Blooded | Mythic | Your melee attacks freeze enemies, consuming 3 shield points per enemy |
| Frost Bite | Fine | Melee kills on frozen enemies grant 2 shield points |
| All Mighty | Legendary | +1% damage per shield point, up to 80% |
| Double Down | Legendary | +30% shield points from all sources |
| Great Wall | Prime | Take 10% less damage while shielded |
| Avalanche | Prime | +15% damage while shielded |
| Scout's Honor | Fine | After 10 seconds without taking damage, your shield is set to at least 10 points |
| Death's Dance | Mythic | Your shield decreases 30% less quickly (it gave 50% until the October 22 fix) |
Cold Blooded and Frost Bite are the engine: each freeze costs shield, each frozen kill pays some back. All Mighty is the payoff, turning a full bar into the biggest damage boost on the list, and Double Down fills the bar faster. Great Wall, Avalanche and Death's Dance reward simply keeping a shield up, and Scout's Honor gives you a floor to start from. Any build that produces shield points can use them, Frost spells or not.
Evil Raptor named this build in the October 22 patch notes: Thick Skin (20% less damage taken, 30% less healing), Death's Dance and Frost Mastery stacked together to generate large amounts of shield and feed All Mighty. Thick Skin now caps at one copy instead of two, which the developer says brings the build closer to others at the start of a mission without changing what each Joker does on its own. The same patch fixed Tin Man so it converts only excess healing into shield when you use the Banjo's healing, not the full value.
The Knuckles or Lasso are the natural carriers; both melee weapons launched with Frostburn, and one of the Knuckles' unique upgrades, Fist Ro Dah, now applies Frost on every charged attack instead of 20% of the time. It's a playstyle people stick with. One Steam reviewer with 35 hours put it simply: "Have been loving stacking movement and attack speed for a melee build, simply just jumping around smashing about everything."
Screenshot: Steam store page. Knuckles squared up to a frozen enemy: the melee-Frost loop in one frame.
How we'd build around Frost
Frost shouldn't be your only school. In co-op, take Bridge or Blizzard so the shield goes to the whole team; the co-op guide covers how to split roles. Solo, Cube is worth its unlock purely as an escape. For melee, put Frost on a secondary weapon, run the Cold Blooded and Frost Bite pair, and spend your spell slots on another school entirely, such as Acid or a Voodoo heal. Frost is the one school whose Jokers can carry its identity without its spells, and KaraPenguin summed up the trade-off in that same Steam thread: "They're extremely strong when used in a build that they are suited for, but they are difficult to just slap into any build."
Screenshot: official Frostburn Update Trailer (Fireshine Games), frame at 0:53. Snow and ice shards swirl around the player on frozen ground.
Frostburn trailer
We watched the publisher's Frostburn trailer on October 19. The frozen-white spider boss at 0:11 shows what a fully frozen enemy looks like, a crew runs across a blue ice walkway over Hellfire lava at 0:39, and the snowstorm around the player at 0:53 is the clearest look at Frost's area effects. It's about a minute of footage with no numbers on screen, so use the table above for those.
Our take
Frost is the most honest school in Far Far West: it does exactly what the notes say and nothing flashier. As a support pick in co-op it's easy to recommend, because Bridge and Blizzard protect everyone. As a solo damage school it's weak, and that's most of what the "does Frost suck" thread is complaining about. The melee build is where it shines. If you've been running Knuckles anyway, Cold Blooded and Frost Bite turn every punch into defence, and All Mighty turns that defence into damage. That loop is the reason to learn Frost.
Frequently Asked Questions
What are the Frost spells? Breeze, Bridge, Cube, Glaze and Blizzard. Only Glaze and Blizzard deal damage.
How do Shield Points work? A bar above your HP that absorbs damage first, caps at 100, and drains once you stop gaining points for a few seconds.
Best Frost combo? Cold Blooded plus Frost Bite on a melee build, with All Mighty for damage.
Is Frost a damage school? No. It's the defensive element: freezes and shields.
How does Blizzard work? A blizzard that follows you, damaging enemies and shielding allies, on the school's longest cooldown.
What does Cold Blooded do? A Mythic Joker from Frostburn: melee attacks freeze enemies at 3 shield points each.
Related Reading
- Far Far West Boss Guide: All Four Bosses and Strategies: attack patterns and weak points for the Cryptic bosses.
- Far Far West Spells Guide: Schools, Combos, and Reactions: the hub for all six schools and cross-school reactions.
- Far Far West Jokers Tier List: where the Frostburn Jokers rank against the rest.
- Far Far West Weapon Leveling: How to Level Up Fast: how weapon XP works and the fastest routes.
- Far Far West Beginner Guide: Tips for New Cowboys 2026: elemental combos, Jokers and starting weapons.
References
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