GuideFar Far West
Far Far West Spells Guide: All 30 Spells & Combos 2026
Every spell in Far Far West's six schools with its unlock level, cooldown, cast delay and XP rate, plus the combo list, the Portal rule and what Frostburn changed.
VerdictYou get three spell slots and can mix schools, so build around one surface spell (an Acid pool or a Cactus summon) and one trigger. Fast-leveling picks: Thrower, Mino, Strikes, Portal and Fireball earn 1.5x school XP.
This far far west spells guide comes down to one rule: you carry three spells, so pair a spell that leaves something on the field (an Acid pool, a Cactus summon, a Portal) with one that triggers it. There are 30 spells in six schools, each school unlocks at levels 1, 4, 12, 20 and 35, and the tables below list every cooldown.

Updated 2026-10-13: Rebuilt from the Far Far West wiki's per-spell pages and Evil Raptor's patch notes. Added cast delays and XP multipliers for all 30 spells, the three-slot loadout, the Update 1 Portal fix and the 0.2.0.20 spell changes. Corrected Corruption's cast delay (0, not 0.4 seconds) and removed the "Dual Tornado" routine, the Voodoo candle positioning tip and the Bandito buff state, which no source we could reach supports.
Far Far West spells at a glance
| Spells | 30, five per school |
| Schools | Acid, Cactus, Elec, Fire, Frost (added August 27, 2026), Voodoo |
| Loadout | Three spell slots (Q, E, C), schools can be mixed |
| Unlocks | Element levels 1, 4, 12, 20 and 35 in every school |
| How schools level | By casting that school's spells |
| Game | Early Access since April 28, 2026; 1 to 4 player co-op; $19.99 on Steam (October 13) |
| Steam reviews | Overwhelmingly Positive, 37,011 of 38,790 |
The store pitch is "Shoot Fast, Spell Faster & Survive Together," and it tells you to "combine your spells." The wiki's build planner shows how: three slots labeled Q, E and C, with a sample build running Acid Rain, Ice Blizzard and Fire Wisp, one from each school.
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How spells and combos work
The wiki sums it up: when a second cast lands on something already affected by the first, the game triggers "a separate, usually stronger effect." Combos come in two shapes. Some need a surface: Bubble, Geyser and Rain leave acid that Firebeam lifts into a Tornado. Others need a summon: Cactus turrets, walls, mines, decoys and the golem take on the element of whatever spell hits them.
Your guns matter too. The wiki notes that a Pistolero hit by an Elec-effect bullet "starts firing electric rounds," and the Frostburn notes say the Frost element "can be selected on your secondary weapons." So a gun with an element can be your trigger, which frees a spell slot.
- Far Far West Fire Spells: All 5 Pyro Spells & Combos: the Fire school in depth.
- Far Far West Elec Spells: All 5 & the Portal Trick: Elec and Portal.
- Far Far West Voodoo Spells: All 5 & the Healing Rule: the support school.
- Far Far West Frost Spells: All 5 & Shield Points System: Frost and Shield Points.
All 30 spells by school
Figures come from the wiki's spell pages on October 13, 2026 (build 0.2.0.20); the Fear Fear West update (v0.3.0.0, October 22) and hotfixes 0.3.0.7 and 0.3.0.10 list no changes to spell cooldowns, cast delays or unlock levels. XP multiplier is how fast the spell levels its school; 1.5x is the top rate.
Acid
| Spell | Unlock | Cooldown | Cast delay | XP | Effect |
|---|---|---|---|---|---|
| Thrower | 1 | 30s | 0s | 1.5x | Jets of acid that leave corrosive puddles |
| Geyser | 4 | 45s | 0s | 0.75x | Acid geyser that erupts on impact and launches enemies |
| Bubble | 12 | 40s | 0.4s | 0.75x | Big bubble that bursts into multiple acid puddles |
| Contagion | 20 | 70s | 0s | 1x | Corrodes a wide zone; Contagious enemies explode on death |
| Rain | 35 | 120s | 0s | 0.75x | Acid rain over a wide area |
Acid is the surface school: Bubble, Geyser and Rain all set up the Tornado combo, and any acid pool spreads Fire or Elec damage "across every connected pool."
Cactus
| Spell | Unlock | Cooldown | Cast delay | XP | Effect |
|---|---|---|---|---|---|
| Mino | 1 | 7s | 0.2s | 1.5x | Mine that explodes when stepped on |
| Pistolero | 4 | 40s | 0.2s | 1.2x | Turret that fires at nearby enemies |
| Wallo | 12 | 40s | 0.2s | 1x | Spikes that damage and slow on contact |
| Decoyo | 20 | 95s | 0.2s | 1.2x | Dancing cactus that lures enemies, then explodes |
| Bandito | 35 | 100s | 0.2s | 1x | Cactus golem that fights for you for a while |
Mino's 7-second cooldown is the shortest in the game. Cactus summons inherit Fire, Elec or Acid damage when one of those spells hits them, and Voodoo turns them into Corrupted Cactus.
Elec
| Spell | Unlock | Cooldown | Cast delay | XP | Effect |
|---|---|---|---|---|---|
| Strikes | 1 | 20s | 0s | 1.5x | A line of lightning strikes along a path |
| Boing | 4 | 15s | 0.2s | 1x | Instant jump to escape |
| Portal | 12 | 10s | 0s | 1.5x | Up to two portals that teleport players and duplicate spell projectiles |
| Swap | 20 | 25s | 0.2s | 1.25x | Swap places with an enemy, exploding at both spots |
| Thunderstrike | 35 | 100s | 0s | 1x | Rise up, then dive down and blast the area |
Fire
| Spell | Unlock | Cooldown | Cast delay | XP | Effect |
|---|---|---|---|---|---|
| Fireball | 1 | 15s | 0s | 1.5x | Explodes on impact and leaves burning ground |
| Firebeam | 4 | 60s | 0s | 0.75x | Giant beam that scorches everything |
| Surcharge | 12 | 50s | 0s | 0.75x | Burns a wide zone, detonating enemies already ablaze |
| Wisp | 20 | 100s | 0s | 0.75x | Extra burn damage, jumps to another enemy on kill |
| Finger Guns | 35 | 80s | 0s | 0.75x | Swaps your weapon for fingers that shoot explosive fire bullets |
Surcharge detonates enemies that are already ablaze, so set them burning before you cast it.
Source: Frostburn Update Trailer frame at 0:35 (Fireshine Games, YouTube)
Frost
| Spell | Unlock | Cooldown | Cast delay | XP | Effect |
|---|---|---|---|---|---|
| Breeze | 1 | 40s | 0.3s | 1x | Freezes enemies in a wide cone |
| Bridge | 4 | 25s | 0.2s | 1x | A bridge that shields allies who cross it |
| Cube | 12 | 20s | 0.55s | 1x | Turns you or an ally into an invulnerable ice cube |
| Glaze | 20 | 80s | 0.4s | 1x | Burst that damages nearby enemies and shields nearby allies |
| Blizzard | 35 | 120s | 0.4s | 1x | A blizzard that follows you, damaging enemies and shielding allies |
Voodoo
| Spell | Unlock | Cooldown | Cast delay | XP | Effect |
|---|---|---|---|---|---|
| Drain | 1 | 25s | 0.55s | 1.3x | Your doll drains an enemy's health |
| Rescue | 4 | 60s | 0.55s | 0.75x | Heals or revives the nearest ally |
| Corruption | 12 | 35s | 0s | 0.75x | Corrupts enemies so they fight for you |
| Ritual | 20 | 100s | 0s | 1x | Ring of candles that heals allies in its light |
| Doll | 35 | 110s | 1s | 1x | Invincibility and high speed for allies in its zone |
Doll's 1-second cast is the longest of any spell. Corruption has limits: patch 0.2.0.20 stopped it from corrupting the Coyote, "which did nothing anyway," and one Steam reviewer listed "snakes and the three airborne cannoneers being useless to corrupt."
Every documented spell combo
The wiki lists these combos. The last two rows come from patch 0.2.0.20, which made both Acid Geyser combos display "COMBO!"
| Setup | Trigger | Result |
|---|---|---|
| Any acid pool | Firebeam | Tornado: the acid lifts into a swirling damage zone |
| Fire Wisp | Elec Strikes | Electric Wisp that arcs to nearby targets |
| Acid Geyser | Elec Strikes | Multi-Geyser: a ring of secondary geysers |
| Acid Bubble | Elec Strikes | More Bubble: a bigger, longer bubble field |
| Acid Geyser | Fireball | Exploding Geyser: a heavy area burst |
| Acid Rain | Elec Strikes | Lightning Strikes hit everyone in the rain |
| Any acid pool | Any Voodoo | Healing Candles: the pool turns into a healing field |
| Any acid pool | Any Fire or Elec | Chain Reaction across connected pools |
| Any Cactus summon | Any Fire or Elec | Charged Cactus with elemental damage |
| Fire- or Elec-affected target | Acid Thrower | Acid DPS Burst (order matters) |
| Any Cactus summon | Any Voodoo | Corrupted Cactus spreads corruption on hit |
| Elec Portal | Bandito | Doubled Bandito |
| Elec Portal | Pistolero | Doubled Pistolero |
| Any Cactus summon | Any Acid | Acid Cactus with corrosive hits |
| Acid Geyser | Elec | Now more reliable, shows COMBO! (0.2.0.20) |
| Acid Geyser | Frost | Shows COMBO! (0.2.0.20); effect not described |
Order matters for the Acid DPS Burst. Hit the target with Fire or Elec first, then Acid Thrower, and you get a giant continuous burst. The wiki says the reverse "only triggers a single tick."
Source: Frostburn Update Trailer frame at 0:44 (Fireshine Games, YouTube)
Portal: one copy per pass
Portal spawns up to two portals that duplicate spell projectiles thrown through them. Update 1 fixed a bug where Portal let spells be "quadrupled instead of doubled," so expect one extra copy. The wiki notes that each player now carries their own pair, "up to 8 in a four-player run." Its two documented Portal combos are Doubled Bandito and Doubled Pistolero: throw the summon through the gate and you get two.
With a 10-second cooldown, Portal is the second-fastest spell to come back after Mino, and its 1.5x XP rate levels Elec quickly.
Level your schools faster
A school levels as you cast its spells, and each spell has an XP multiplier. Five spells earn 1.5x: Thrower, Mino, Strikes, Portal and Fireball. Hotfix 1 buffed XP on the level 1 spells (Fireball, Strikes, Thrower, Drain) and on all Cactus spells, "greatly increased for Mino," because Evil Raptor had promised to double Cactus XP if RubixRaptor "did a short play about cactus."
Our suggestion: slot the school's highest-multiplier spell until it reaches level 12 (1.5x in Acid, Cactus, Elec and Fire, Drain's 1.3x in Voodoo; every Frost spell is 1x), then swap in the level 12 spell (Bubble, Wallo, Portal, Surcharge, Cube, Corruption). The low-multiplier spells, such as Firebeam, Rain and Rescue at 0.75x, level their school at half the top rate.
Frost and Shield Points
Evil Raptor built Frost for the new melee weapons, but said it "can also stand on its own and provide utility to your allies." Frost freezes enemies completely, and applying Frost "gives you +1 shield point." Shield Points sit above your HP bar, take damage first, cap at 100 and decay when you stop gaining them.
Patch 0.2.0.20 changed two Frost spells: Cube's cast can now be canceled by holding click, and Breeze and Cube swapped places in the tree, so Breeze is now the level 1 spell and Cube the level 12 one.
Source: Frostburn Update Trailer frame at 0:53 (Fireshine Games, YouTube)
Fireshine Games' Frostburn trailer shows an ice-blue skeleton fight at 0:11, fire beams around 0:35 and a blizzard fight around 0:53.
- Far Far West Frostburn Update: Melee Weapons Are Here (2026): the full update.
What players say about spells
Two reviewers point the same way: learn the interactions. One with 19 hours said to "watch a video or two for spell interactions," and another at 47 hours wrote that "Spell combos are fun to figure out." Not everyone's sold: a negative review argued "There needs to be more variaty to spells."
Our take
We'd build every loadout around one setup and one trigger, then use the third slot for the job your team lacks: Rescue or Ritual in co-op, Boing or Cube when you play alone. Acid plus Elec has four documented combos (Multi-Geyser, More Bubble, Lightning Strikes, Chain Reaction), which makes it the easiest pair to learn. If you're leveling, the 1.5x spells get each school to its level 12 unlock sooner.
How we checked this
- On 2026-10-13 we read all 30 spell pages on the Far Far West wiki (farfarwest.wikily.gg) for unlock level, cooldown, cast delay, XP multiplier and description, plus its combo list and a build planner page for the slot layout.
- We read Evil Raptor's Steam patch notes through Steam's news API: Hotfix 1, Update 1, the Frostburn release notes (v0.2.0.2) and patch 0.2.0.20.
- Price, release date and review totals come from Steam's store and review APIs on 2026-10-13.
- We watched Fireshine Games' Frostburn trailer and took frames at 0:11, 0:35, 0:44 and 0:53.
- We didn't time cooldowns in-game for this update; the figures are the wiki's.
Frequently asked questions
How many spells are in Far Far West? 30, five in each of six schools: Acid, Cactus, Elec, Fire, Frost and Voodoo. Frost arrived with the Frostburn update on August 27, 2026. You carry three spells at once, on the Q, E and C slots, and can mix schools.
How do you unlock spells in Far Far West? Each school's five spells unlock at element levels 1, 4, 12, 20 and 35, and a school levels up as you cast its spells. Spells with a 1.5x XP multiplier (Thrower, Mino, Strikes, Portal, Fireball) level their school fastest.
What does Portal do in Far Far West? Portal (Elec, level 12, 10-second cooldown) spawns up to two portals that teleport players and duplicate spell projectiles thrown through them. Update 1 fixed a bug that let Portal quadruple spells, so the current rule is one copy per pass.
What is the shortest cooldown spell? Mino, the Cactus mine, at 7 seconds. Portal is next at 10 seconds, then Boing and Fireball at 15.
What changed for spells in patch 0.2.0.20? Frost Cube's cast can be canceled by holding click, Frost Breeze and Frost Cube swapped places in the Frost tree (Breeze is now first), the Acid Geyser plus Elec combo became more reliable, and Acid Geyser combos with Elec or Frost now display COMBO!
Does the order of a combo matter? For Acid Thrower, yes. Hit a target with Fire or Elec first, then Acid Thrower, for a continuous damage burst. Acid first, then Fire or Elec, triggers a single tick.
References
- Far Far West on Steam: store page, price and reviews
- Far Far West news on Steam: Evil Raptor's patch notes, including Frostburn and 0.2.0.20
- Far Far West wiki: Spells: per-spell pages and the combo list
- Frostburn Update Trailer: Fireshine Games' YouTube channel
Related reading
- Far Far West Complete Guide 2026: Builds, Bosses & Spells: every Far Far West guide in one place.
- Far Far West Beginner Guide: Tips for New Cowboys 2026: Jokers, the mission loop and first-run mistakes.
- Far Far West Best Weapons: Tier List and Loadout Picks: guns to pair with your spells.
- Far Far West Strategy Guide: 30 Spells, Loadouts & PvE: build archetypes.
- Far Far West Co-op Guide: Multiplayer Setup and Team Tips: splitting roles in a posse.
- Far Far West Boss Guide: All 4 Bosses and Strategies: spells for each boss.
- Far Far West Jokers Tier List: All 149 Cards Ranked: Jokers that cut cooldowns.
- Far Far West Gamba Machine: Odds, Cost and Is It Worth It: the gamble machine.
- 5 Best Far Far West Mods: Checked Against Build 0.3.0.7: mods for the current build.
- Best Early Access Games Worth Buying Right Now: Oct 2026: where Far Far West sits among this year's Early Access picks.
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