Spells
/spells
Far Far West Spells
Five schools of arcana, twenty-five spells. Filter by school to find your stack.
Five schools, twenty-five spells. Each school has a distinct identity - Acid leaves pools that other spells transform, Cactus spawns turrets and decoys, Elec chains and teleports, Fire beams and ignites, and Voodoo heals the posse and curses the rest. The real depth comes from combos: stacking two effects on the same surface to trigger a third one.
School
Acid
Lancia-acido
Lancia getti di acido che lasciano pozzanghere corrosive a terra
- 30 cd
- 1 lvl
Geyser
Evoca un geyser acido che erutta all'impatto e lancia i nemici in aria
- 45 cd
- 4 lvl
Bolla
Lancia una grande bolla di acido che scoppia all'impatto e crea diverse pozze di acido
- 40 cd
- 0.4 cast
- 12 lvl
Contagio
Corrode tutti i nemici in un'ampia area e applica Contagio, facendoli esplodere quando muoiono
- 70 cd
- 20 lvl
Pioggia
Fai cadere una pioggia di acido che corrode i nemici in un'ampia area
- 120 cd
- 35 lvl
School
Cactus
Mino
Evoca una mina a forma di cactus che esplode se calpestata
- 7 cd
- 0.2 cast
- 1 lvl
Pistolero
Evoca una torretta cactus che spara a raffica ai nemici vicini
- 40 cd
- 0.2 cast
- 4 lvl
Wallo
Evoca spine di cactus per danneggiare e rallentare chi le tocca
- 40 cd
- 0.2 cast
- 12 lvl
Decoyo
Evoca un cactus danzante che attira i nemici e poi esplode
- 95 cd
- 0.2 cast
- 20 lvl
Bandito
Evoca un potente golem di cactus che combatterà con te per un po'
- 100 cd
- 0.2 cast
- 35 lvl
School
Elec
Fulmini
Lancia una serie di fulmini che folgorano tutto ciò che trovano sul loro cammino
- 20 cd
- 1 lvl
Boing
Salta istantaneamente per sfuggire ai nemici
- 15 cd
- 0.2 cast
- 4 lvl
Portale
Crea fino a due portali che teletrasportano i giocatori e duplicano i proiettili degli incantesimi
- 10 cd
- 12 lvl
Scambio
Scambia la posizione con un nemico, esplodendo in entrambe le posizioni
- 25 cd
- 0.2 cast
- 20 lvl
Fulmine tonante
Alzati in volo, poi scendi in picchiata per far esplodere l'area e scagliare fulmini sui nemici
- 100 cd
- 35 lvl
School
Fire
Palla di fuoco
Lancia una palla di fuoco che esplode all'impatto e lascia la terra in fiamme
- 15 cd
- 1 lvl
Raggio di fuoco
Scatena un gigantesco raggio di fuoco che brucia tutto
- 60 cd
- 4 lvl
Surriscaldamento
Brucia tutti i nemici in un'area ampia, facendo esplodere quelli già in fiamme
- 50 cd
- 12 lvl
Spiritello
Evoca uno spiritello che infligge danni da ustione extra e che salta verso un altro nemico dopo l'uccisione
- 100 cd
- 20 lvl
Pistole con le mani
Sostituisci la tua arma con dita infuocate che sparano proiettili di fuoco esplosivi
- 80 cd
- 35 lvl
School
Ice
Breeze
Summon a breeze that freezes enemies in a wide cone.
- 40 cd
- 0.3 cast
- 1 lvl
Bridge
Summon a bridge that shields allies who cross it.
- 25 cd
- 0.2 cast
- 4 lvl
Cube
Turn yourself or an ally into an invulnerable ice cube.
- 20 cd
- 0.55 cast
- 12 lvl
Glaze
Release a burst, dealing damage to nearby enemies and shielding nearby allies.
- 80 cd
- 0.4 cast
- 20 lvl
Blizzard
Summon a blizzard that follows you, dealing damage to all enemies and shielding allies.
- 120 cd
- 0.4 cast
- 35 lvl
School
Voodoo
Prosciugamento
Comanda alla tua bambola di prosciugare la salute di un nemico
- 25 cd
- 0.55 cast
- 1 lvl
Salvataggio
Evoca il potere della tua bambola per guarire o rianimare l'alleato più vicino
- 60 cd
- 0.55 cast
- 4 lvl
Corruzione
Evoca una bambola per manipolare i nemici e farli lottare per te prima di morire
- 35 cd
- 12 lvl
Rituale
Evoca un cerchio di candele che ripristina la salute degli alleati all'interno della luce creata
- 100 cd
- 20 lvl
Bambola
Evoca una bambola che dona invincibilità e velocità elevata agli alleati che si trovano nella sua area
- 110 cd
- 1 cast
- 35 lvl
Stack two spell effects on the same surface or enemy. When the second cast lands on something already affected by the first, the game triggers a combo - a separate, usually stronger effect. Most combos cross schools, so a balanced loadout matters more than five spells from one school.
- Any acid poolFire Beam
Tornado
Fire Beam ignites any acid surface (Bubble, Geyser, Rain) and lifts it into a swirling damage zone.
- Elec StrikeFire Wisp
Electric Wisp
Wisp picks up the lightning charge - homing damage that arcs to nearby targets.
- Elec StrikeAcid Geyser
Multi-Geyser
Each lightning bolt forks the geyser into a ring of secondary geysers.
- Elec StrikeAcid Bubble
More Bubble
Charged acid grows a bigger bubble field with extended duration.
- Acid GeyserFire Ball
Exploding Geyser
Fireball detonates the geyser column for a heavy AoE burst.
- Acid RainElec Strike
Lightning Strikes
Rain conducts the lightning - chained strikes hit everyone in the rain zone.
- Any acid poolAny Voodoo
Healing Candles
Voodoo essence consecrates the pool into a friendly healing candle field.
- Any acid poolAny Fire or Elec
Chain Reaction
Acid surfaces transmit Fire or Elec damage across every connected pool.
- Any CactusAny Fire or Elec
Charged Cactus
Cactus summons (turret, wall, mine, decoy, golem) inherit elemental damage when struck by a Fire or Elec spell. The same trick works with elemental gunshots: a Pistolero hit by an Elec-effect bullet starts firing electric rounds.
- Any Fire or ElecAcid Thrower
Acid DPS Burst
Hit a Fire- or Elec-affected target FIRST, then Acid Thrower on top, and the acid detonates into a giant continuous damage burst. Reversing the order (Acid first, then Fire/Elec) only triggers a single tick.
- Any CactusAny Voodoo
Corrupted Cactus
Cactus summons hit by a Voodoo aura (Drain, Rescue, Corruption) turn purple and spread that corruption to every enemy they strike - the stain is transferable between summons and detonates for a wave of corruption damage when the effect ends. Especially strong on Decoy and Betty, since both expire by firing, so the corruption wave goes off automatically.
- Elec PortalCactus Ulti (Bandito)
Doubled Bandito
Spells thrown through Elec Portal are duplicated, so Bandito's huge wave gets cast twice. Devastating against tightly-packed groups and the easiest way to scale the spell's already-high damage. Every player now carries their own pair of portals (up to 8 in a four-player run), so keeping one open for this is easy.
- Elec PortalCactus Turret (Pistolero)
Doubled Pistolero
Pistolero turret thrown through Elec Portal spawns a second turret on the other side, so two turrets means double sustained DPS until they expire. With every player now carrying their own two portals, you can set this up far more often.
- Any CactusAny Acid
Acid Cactus
Cactus summons (turret, wall, mine, decoy, golem) struck by an Acid spell (Bubble, Geyser, Rain, Thrower) inherit acid damage - their shots and contact hits coat targets in corrosion on top of the physical damage. The same elemental-inheritance trick as Charged Cactus, just on the Acid school.
On video
Watch combos in action
Every Spell Combo in Far Far West
Cross-school combo overview - quick reference for what stacks with what.
Bull's Guidebook · 25 feb 2026Guarda ↗Every Cactus Spell Combo in Far Far West
Every cactus combo at EA release - good baseline before theory-crafting.
Bull's Guidebook · 30 apr 2026Guarda ↗Every New Spell Combo Added In Next Fest
Every Voodoo combo from the Next Fest demo - good baseline matchups.
Bull's Guidebook · 22 feb 2026Guarda ↗
Video di Bull's Guidebook. Se una guida ti ha salvato una run, iscriviti e lascia un like.
Apri il canaleFrequently Asked Questions
How many spells are in Far Far West?
Far Far West has 25 spells across 5 schools: Acid, Cactus, Elec, Fire, and Voodoo. Each school has 5 spells with unique effects, cooldowns, and cast delays.
How do spell combos work in Far Far West?
Spell combos trigger when you stack two different spell effects on the same surface or target. There are 15 cross-school combo recipes that produce unique chain reactions.
What is the best spell school in Far Far West?
Each school has a distinct role: Acid leaves transformable pools, Cactus spawns turrets, Elec chains lightning, Fire deals area damage, and Voodoo heals and curses. The best school depends on your weapon and joker loadout.
How do you unlock spells in Far Far West?
Spells are unlocked by reaching specific player levels. Each school's 5 spells unlock progressively as you level up through missions and contracts.