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

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Far Far West
Evil Raptor · Fireshine Games
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.
TL;DR: The Voodoo school has five spells: Drain (lvl 1, drains enemy HP to you), Rescue (lvl 4, heals or revives an ally), Corruption (lvl 12, mind-controls enemies), Ritual (lvl 20, healing candle ring), and Doll (lvl 35, invincibility and speed). Voodoo is the healing school: no raw damage, all sustain. The key rule: any Voodoo spell cast near active elemental damage spawns three healing candles, but the damage must already be on the ground, so cast near fire or acid, not on a healthy enemy in the open. Drain is the solo safety-net pick; in co-op, Voodoo is a dedicated support role.
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): mind-controls enemies to fight for you, fastest cast.
- Ritual (lvl 20, 100s): summons a ring of healing candles for the team.
- Doll (lvl 35, 135s): grants invincibility and high speed, but a 1.0s cast.
- The rule: Voodoo near active elemental damage spawns three healing candles.
The five Voodoo spells
Here is the full Voodoo school, in unlock order.
Drain (level 1, 25-second cooldown, 0.55s cast) drains an enemy's health back to you. It restores HP when cast on enemies already under elemental damage, and it is the only Voodoo spell that does not require perfect positioning, which makes it the reliable solo pick.
Rescue (level 4, 60-second cooldown, 0.55s cast) heals or revives the nearest ally. It is the co-op staple, the spell that turns a downed teammate back into a fighter.
Corruption (level 12, 35-second cooldown, 0.4s cast) corrupts enemies to fight for you. It has the fastest cast of any Voodoo spell and does double duty: it removes a threat and adds a temporary ally.
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, 135-second cooldown, 1.0s cast) summons a doll granting invincibility and high speed, the endgame panic button, though its long cast demands foresight.
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. Any Voodoo spell cast near active elemental damage spawns three healing candles automatically, no targeting needed, but the damage has to already be on the ground.
The trap is intuitive: players cast Drain on a healthy enemy in the open and wonder why nothing healed. The answer is that there was no active elemental damage nearby to trigger the candles. Voodoo does not heal in a vacuum, it heals off the fire, acid, or other elemental effects your team has already put down.
So the correct play is to cast Voodoo into the chaos, not away from it. Stand near the burning ground, the acid puddle, the elemental reaction your team is running, and your Voodoo spell spawns the healing candles automatically. This ties the support role directly to the rest of the loadout: a Voodoo player wants to be near the action, where the elemental damage is, not hanging back. Heal where it is burning.
Voodoo healing only triggers near active elemental damage. Cast near the fire or acid your team has already put down and three healing candles spawn automatically, cast on a healthy enemy in the open and nothing happens.
Corruption and the mind-control combos
Corruption is the Voodoo spell that does more than heal, and it opens up some of the game's most chaotic plays. It corrupts enemies to fight for you, turning threats into temporary allies, and with the fastest cast in the school (0.4 seconds) it is responsive enough to use mid-fight.
The combo to know pairs it with the Cactus school: Decoyo plus Corruption (or Drain) mind-controls nearby enemies before the explosion goes off. The Decoyo lures enemies into a cluster, and Corruption flips them to your side in that moment, the kind of swingy, board-flipping play co-op was built around. You are not just surviving the wave, you are stealing it.
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
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 1.0-second cast is the longest in the game, so you are dead before it resolves if you pop it mid-fight. Use Doll proactively, before a dangerous push or anticipated burst, not as a reactive save when you are already low. It is a setup tool disguised as a panic button.
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? Voodoo only spawns healing candles near active elemental damage. Cast near fire or acid already on the ground, not on a healthy enemy in the open.
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 mind-controls enemies to fight for you (lvl 12, fastest cast). Combo it with Cactus Decoyo to flip a lured cluster.
Is Voodoo good solo? Yes, as one safety-net spell (usually Drain). The full support kit assumes a team.
What does Doll do? Grants invincibility and high speed (lvl 35), but a 1.0s cast, the longest in the game, so use it proactively.
Related Reading
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 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.
- Far Far West Boss Guide: Cryptic Train, Vulture, Saloon & Necromancer: Far far west boss guide: all four Cryptic encounters with attack patterns, weak points, and best spells per boss.
- Far Far West Cryptic Vulture Boss: Break Shield, Hit Head: Far Far West Cryptic Vulture boss: destroy the Wing Shield skulls, burst the head weak spot, stay mobile.
- Far Far West Elec Spells: All 5 & the Portal Trick: Far Far West Elec spells: all 5 from Strikes to Thunderstrike, why Portal duplicates any spell thrown through.
- Far Far West Beginner Guide: Tips for New Cowboys 2026: Far far west beginner guide: elemental combos, the Joker system, best starting weapons, and how.
- Far Far West Boss Guide: All Four Bosses and Strategies: Far far west boss guide: all four Cryptic encounters with attack patterns, weak points, and best spells per boss.
- Far Far West Best Weapons: Tier List and Loadout Picks: Far far west best weapons ranked: Winchester, lightning revolver, minigun, dynamite.
- Far Far West Co-op Guide: Multiplayer Setup and Team Tips: Far far west co-op guide: party setup for 1-4 players, how spell reactions fire cross-player,.
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 is $19.99 on Steam with no discount currently active. Loaded (sponsored) has periodically listed the same key for less: worth a quick price check before buying at full price.
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