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GuideFar Far West

Far Far West Voodoo Spells: All 5 & the Healing Rule

11 min readBy Dani TorresUpdated 17 days ago

This Far Far West Voodoo spells guide covers all five spells in the healing school, from the level-1 Drain to the level-35 Doll, and the one rule that trips up every new Voodoo player: healing only works near elemental damage. Voodoo deals no raw damage, it sustains. Used right, it is the support backbone of a co-op team and a solo safety net; used wrong, it does nothing at all. This guide breaks down each spell, the healing mechanic, and the support role.

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About the game

Far Far West

Evil Raptor · Fireshine Games

Updated 2026-10-02: The Voodoo reference now links the guide's healing rule to the six-school, 30-spell roster.

TL;DR: The Voodoo school has five spells: Drain (level 1), Rescue (level 4), Corruption (level 12), Ritual (level 20), and Doll (level 35). The current healing rule is narrower than old summaries suggest: a nearby elemental puddle combines with Drain, Rescue, or Ritual to create healing candles. Drain is the solo safety-net pick; in co-op, Rescue and Ritual support the team while Corruption and Doll provide separate control and protection.

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Current status: October 2026 (quick answer)

The latest public Far Far West build is 0.2.0.20, published in the September 8 patch window. The Frostburn update guide covers the broader current patch context. The five-spell Voodoo roster is unchanged in the current wiki, but the current combo table names Drain, Rescue, and Ritual as the Voodoo spells that create healing candles near an elemental puddle. Do not treat Corruption or Doll as automatic healing triggers; Doll's current cooldown is 110 seconds.

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Far Far West Voodoo spells: the healing school

Voodoo is the odd school out in Far Far West's damage-combo system. It does not output raw damage, it sustains your team through long fights, which makes it the dedicated support role in co-op and a safety net solo. Where Fire triggers and Acid sets up, Voodoo keeps everyone alive long enough for those combos to land.

The school has five spells, unlocked at levels 1, 4, 12, 20, and 35, and its power is entirely conditional on one mechanic that new players miss constantly. Voodoo healing is not a free cast, it is tied to your team's elemental damage being on the field. Understand that link and Voodoo is a reliable sustain engine; ignore it and your heals do nothing. This guide covers all five spells and the rule that makes them work.

Key takeaways

  • The Voodoo school has five spells, unlocked at levels 1, 4, 12, 20, 35.
  • Drain (lvl 1, 25s): drains an enemy's HP back to you, the solo safety-net pick.
  • Rescue (lvl 4, 60s): heals or revives the nearest ally, the co-op staple.
  • Corruption (lvl 12, 35s): corrupts enemies to fight for you.
  • Ritual (lvl 20, 100s): summons a ring of healing candles for the team.
  • Doll (lvl 35, 110s): grants invincibility and high speed to allies in its zone.
  • The rule: an elemental puddle plus Drain, Rescue, or Ritual creates healing candles.

Step-by-Step: build a Far Far West Voodoo loadout

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1. Pick your party role: Solo players usually need one sustain spell, while co-op players can devote more slots to revives, area healing, and control.

2. Choose from the five current spells: Drain, Rescue, Corruption, Ritual, and Doll unlock at levels 1, 4, 12, 20, and 35.

3. Pair healing with an elemental puddle: Cast Drain, Rescue, or Ritual near existing Fire or Acid ground effects so the current combo rule can create healing candles.

4. Reserve control for its own job: Use Corruption to turn enemies against the group and Doll to grant protection and speed; neither should be treated as a substitute for the candle-triggering spells.

5. Equip no more than three spells: Rebuild the three-slot loadout around the next area, choosing sustain for long fights and proactive protection before a dangerous push.

The five Voodoo spells

Here is the full Voodoo school, in unlock order.

Drain (level 1, 25-second cooldown) drains an enemy's health back to you. It is the reliable solo pick and one of the three Voodoo spells named by the current healing-candle combo table.

Rescue (level 4, 60-second cooldown) heals or revives the nearest ally. It is the co-op staple and one of the three spells that can trigger healing candles near an elemental puddle.

Corruption (level 12, 35-second cooldown) corrupts enemies to fight for you. It removes a threat and adds a temporary ally, but it is not one of the three healing-candle triggers in the current combo table.

Ritual (level 20, 100-second cooldown) summons a ring of healing candles for the team, dedicated area sustain for a group fighting in one spot.

Doll (level 35, 110-second cooldown) grants invincibility and high speed to allies in its zone. Use it proactively before a dangerous push rather than waiting for a late rescue.

GODEEPER: Voodoo sustains while another school deals the damage. See how the burst school pairs with it. Far Far West Fire Spells Guide →

The healing rule: cast near elemental damage

This is the single most important thing to understand about Voodoo, and the mistake that makes new players think the school is broken. The current combo table links a nearby elemental puddle with Drain, Rescue, or Ritual to create healing candles; it does not say that every Voodoo spell triggers them.

The trap is intuitive: players cast a Voodoo spell on a healthy enemy in the open and wonder why nothing healed. The answer is that there was no active elemental puddle nearby, or the spell was not one of the current candle triggers. Voodoo does not heal in a vacuum; it uses the fire, acid, or other elemental effect your team has already put down.

So the correct play is to cast Drain, Rescue, or Ritual into the chaos, not away from it. Stand near the burning ground or acid puddle your team is already using, and the combo can produce healing candles. This ties the support role directly to the rest of the loadout: a Voodoo player wants to be near the elemental action, not hanging back.

Far Far West first-person view firing green and orange tracer beams into skeletal enemies along a desert rail line Voodoo healing needs an elemental puddle and one of the listed trigger spells. Cast Drain, Rescue, or Ritual near the fire or acid your team has already put down; casting a different Voodoo spell in the open does not guarantee candles.

Corruption and the mind-control combos

Corruption is the Voodoo spell that does more than heal. It corrupts enemies to fight for you, turning threats into temporary allies. Use it to remove pressure while another player or another school supplies the elemental puddle needed for sustain. The current combo table does not support the older claim that Decoyo plus Corruption automatically produces the candle interaction.

This is why Voodoo is more than a heal-bot. Between Drain's self-sustain, Rescue's revives, Ritual's team healing, and Corruption's mind-control, the school shapes the fight, it just does it through sustain and disruption rather than raw damage.

The support role: co-op versus solo

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Voodoo's value scales hard with your party size. In co-op, Voodoo is a dedicated support role: Rescue keeps teammates up, Ritual heals the group, and you play near the elemental chaos to keep the candles flowing. A team with a committed Voodoo player can grind through long fights that would attrition a group with no sustain.

Solo, you need one Voodoo spell as a safety net, usually Drain, because it is the only one that does not require perfect positioning and gives you self-sustain off your own elemental damage. You do not run a full Voodoo loadout alone, since Rescue and Ritual assume teammates to heal. One Drain in your three-spell loadout is the standard solo insurance.

The Doll caveat matters for both: its long cooldown makes it a proactive protection tool. Use it before a dangerous push or anticipated burst, not as a substitute for a candle-triggering heal when the team is already low.

Far Far West night desert combat with glowing projectile streams and skeletal enemies In co-op, Voodoo is the dedicated support: Rescue revives, Ritual heals the team, and Corruption flips enemies. Solo, run one Drain as your safety net and play near the elemental damage that fuels the heals.

Building a Voodoo loadout

Because you only equip three spells at a time, how you slot Voodoo depends entirely on whether you are playing solo or in a group, and getting that split right is most of playing the school well.

Solo, the rule is one Voodoo spell, not two. Drain is almost always that pick, because it self-sustains off your own elemental damage and needs no allies to be useful. Your other two slots go to a damage school and a setup school, so you still run the elemental combos that Drain then heals off. A solo loadout of two Voodoo spells wastes a slot on a revive or team-heal with no team to use it on.

In co-op, you can justify a fuller support build. A dedicated Voodoo player might run Rescue for revives, Ritual for team healing, and Corruption for board control, leaning entirely into keeping the squad alive while teammates deal damage. The key is that your healing still needs their elemental damage on the ground, so position near the fight, not behind it. A support who hangs back produces no candles.

The throughline for both is the same: Voodoo is reactive to your team's damage. Build it to be near the elemental chaos, slot it according to party size, and treat Drain as the universal pick that works in any configuration. Played that way, the healing school quietly carries the long fights that raw damage cannot finish on its own.

GODEEPER: Drain slots cleanly into several of the top Far Far West builds as the sustain piece. See which combos rank highest. Far Far West Best Builds Guide →

Frequently Asked Questions

What are the Voodoo spells? Drain, Rescue, Corruption, Ritual, and Doll, unlocked at levels 1, 4, 12, 20, and 35. Voodoo is the healing and support school.

Why isn't my healing working? The current combo table requires a nearby elemental puddle plus Drain, Rescue, or Ritual. Cast one of those spells near fire or acid already on the ground; Corruption and Doll are not listed as the candle triggers.

Best Voodoo spell? Drain solo (no positioning needed, self-sustain). Rescue and Ritual carry co-op; Corruption mind-controls enemies.

How does Corruption work? It corrupts enemies to fight for you (level 12, 35-second cooldown). Use it for control while another spell or player handles the elemental puddle and healing interaction.

Is Voodoo good solo? Yes, as one safety-net spell (usually Drain). The full support kit assumes a team.

What does Doll do? It grants invincibility and high speed to allies in its zone (level 35, 110-second cooldown), so use it proactively before a dangerous push.

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 Voodoo sustains you through.

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

Dani Torres

GameBrief's byline for industry news, patch notes, studio announcements and esports results. Tight sentences, dated facts.

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