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.
Acid
Corrosive lingering damageThrower
Spit jets of acid that leave corrosive puddles on the ground
Geyser
Summon an acid geyser that erupts on impact and launches enemies into the air
Bubble
Throw a big acid bubble that bursts on impact and creates multiple acid puddles
Contagion
Corrodes all enemies in a wide zone and applies Contagious, causing them to explode on death
Rain
Call down a rain of acid that corrodes enemies in a wide area
Cactus
Summon plants and turretsMino
Summon a cactus mine that explodes when stepped on
Pistolero
Summon a cactus turret that fires continuously at nearby enemies
Wallo
Summon cactus spikes that damage and slow enemies on contact
Decoyo
Summon a dancing cactus that lures enemies before exploding
Bandito
Summon a powerful cactus golem that fights for you for a while
Elec
Mobility and chain lightningStrikes
Launch a line of lightning strikes that zap everything in their path
Boing
Instantly jump to escape your enemies
Portal
Spawn up to two portals that teleport players and duplicate spell projectiles
Swap
Swap positions with an enemy, exploding at both locations
Thunderstrike
Rise up, then dive down to blast the area and unleash thunder over your enemies
Fire
Burst damage and ground burnFireball
Launch a fireball that explodes on impact and leaves the ground burning
Firebeam
Unleash a giant fire beam that scorches everything
Surcharge
Burn all enemies in a wide zone, detonating those already ablaze
Wisp
Summon a wisp that deals extra burn damage, jumping to another enemy on kill
Finger Guns
Swap your weapon for fiery fingers that shoot explosive fire bullets
Voodoo
Healing and cursesDrain
Command your doll to drain an enemy’s health
Rescue
Channel your doll’s power to heal or revive the nearest ally
Corruption
Channel a doll to corrupt enemies, making them fight for you
Ritual
Summon a ring of candles that restores the health of allies within its light
Doll
Summon a doll that grants invincibility and high speed to allies within its zone
Showing 25 spells.
Cross-school recipes
Spell Combos
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 (Doll, Drain, Heal, Corruption) launch a single wave of corruption damage when triggered. Especially strong on Decoy and Betty, since both expire by firing automatically.
- Elec PortalCactus Ulti (Bandito)
Doubled Bandito
Spells thrown through Elec Portal are duplicated. Bandito's huge wave gets cast twice. Devastating against tightly-packed groups and the easiest way to scale the spell's already-high damage.
- Elec PortalCactus Turret (Pistolero)
Doubled Pistolero
Pistolero turret thrown through Elec Portal spawns a second turret on the other side. Two turrets = double sustained DPS until they expire.
- Any CactusAny Acid
Acid Cactus
On video
Watch combos in action
Cross-school combo overview - quick reference for what stacks with what. By Bull's Guidebook· 2026-02-25
Watch on YouTube ↗Every cactus combo at EA release - good baseline before theory-crafting. By Bull's Guidebook· 2026-04-30
Watch on YouTube ↗Every Voodoo combo from the Next Fest demo - good baseline matchups. By Bull's Guidebook· 2026-02-22
Watch on YouTube ↗
Frequently 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.