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
Lançador
Cospe jatos de ácido que reduzem a velocidade dos inimigos e deixam poças corrosivas no chão.
- 30 cd
- 1 lvl
Gêiser
Você invoca um gêiser de ácido que entra em erupção com o impacto e lança os inimigos no ar.
- 45 cd
- 4 lvl
Bolha
Jogue uma grande bolha de ácido que explode com o impacto e cria uma poça de ácido gigante.
- 40 cd
- 0.4 cast
- 12 lvl
Contágio
Corrói todos os inimigos em uma área ampla e aplica Contagioso, fazendo com que explodam ao morrer
- 70 cd
- 20 lvl
Chuva
Faz cair uma chuva de ácido que corrói os inimigos em uma área ampla.
- 120 cd
- 35 lvl
School
Cactus
Mino
Faz surgir uma mina de cactos que explode quando pisada.
- 7 cd
- 0.2 cast
- 1 lvl
Pistoleiro
Invoca uma torreta de cacto que dispara continuamente contra inimigos próximos
- 40 cd
- 0.2 cast
- 4 lvl
Paredo
Invoca espinhos de cacto que causam dano e enraízam os inimigos ao contato.
- 40 cd
- 0.2 cast
- 12 lvl
Isco
Invoca um cacto dançante que atrai os inimigos e depois explode.
- 95 cd
- 0.2 cast
- 20 lvl
Bandido
Invoque um poderoso golem de cacto que lutará por você por um tempo.
- 100 cd
- 0.2 cast
- 35 lvl
School
Elec
Relâmpagos
Lança uma linha de relâmpagos que atingem tudo em seu caminho.
- 20 cd
- 1 lvl
Boing
Pule instantaneamente para escapar de seus inimigos.
- 15 cd
- 0.2 cast
- 4 lvl
Portal
Faz surgir até dois portais que teletransportam os jogadores e duplicam projéteis de feitiços.
- 10 cd
- 12 lvl
Teletransporte
Troca de posição com um inimigo, explodindo em ambos os locais.
- 25 cd
- 0.2 cast
- 20 lvl
Trovoada
Você se ergue e depois mergulha para explodir a área e lançar um trovão sobre os inimigos.
- 100 cd
- 35 lvl
School
Fire
Bola de Fogo
Lança uma bola de fogo que explode com o impacto e deixa o chão em chamas.
- 15 cd
- 1 lvl
Raio de Fogo
Solta um raio de fogo gigante que queima tudo.
- 60 cd
- 4 lvl
Supercarga
Queima todos os inimigos em uma área ampla, explodindo os que já estiverem em chamas.
- 50 cd
- 12 lvl
Fogo-fátuo
Invoca um fogo-fátuo que causa dano de queimadura extra, saltando para outro inimigo ao abater o anterior.
- 100 cd
- 20 lvl
Armas de Dedo
Troque sua arma por dedos que disparam balas de fogo explosivas.
- 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
Drenagem
Ordene que seu boneco drene a vida de um inimigo.
- 25 cd
- 0.55 cast
- 1 lvl
Resgate
Canalize o poder do seu boneco para curar ou reviver o aliado mais próximo.
- 60 cd
- 0.55 cast
- 4 lvl
Corrupção
Canaliza um boneco que corrompe inimigos, fazendo-os lutar para você antes de morrerem.
- 35 cd
- 12 lvl
Ritual
Invoque um círculo de velas que restaura a vida dos aliados que estiverem sob sua luz.
- 100 cd
- 20 lvl
Boneco
Você invoca um boneco que concede invencibilidade e alta velocidade aos aliados em sua área.
- 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 de fev. de 2026Assistir ↗Every Cactus Spell Combo in Far Far West
Every cactus combo at EA release - good baseline before theory-crafting.
Bull's Guidebook · 30 de abr. de 2026Assistir ↗Every New Spell Combo Added In Next Fest
Every Voodoo combo from the Next Fest demo - good baseline matchups.
Bull's Guidebook · 22 de fev. de 2026Assistir ↗
Vídeos de Bull's Guidebook. Se um guia salvou sua partida, inscreva-se e deixe um like.
Abrir o canalFrequently 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.