Far Far West Spell Combos Guide: Mastering Frontier Magic
Being a mechanical bounty hunter is a rough gig, but mastering elemental spell combinations makes the grind significantly less painful.
Far Far West takes the standard Wild West aesthetic and throws it into a blender with reanimated skeletons, cursed landscapes, and a giant ghost train that will completely flatten you if you are not paying attention. You play as a mechanical bounty hunter taking contracts from a local sheriff. You have a trusty six-shooter to deal with immediate threats, but to survive the deeper contracts, you have to master the magic system. The game allows you to switch seamlessly between firearms and spells. If you are playing in a co-op group, the chaos on screen ramps up exponentially. You have up to four robots throwing fire, dropping acid, and shooting lightning all at once. A poorly placed spell just wastes a card, but a properly combined spell clears the entire room. Here is my breakdown of every elemental interaction currently available in the game.
The Acid Primer: Setting The Trap
Acid is arguably the most versatile element in your arsenal. I treat it primarily as a setup tool rather than a direct damage dealer.
On its own, acid slowly eats away at the health bars of whoever is unlucky enough to step in it. The real value comes from its volatility. Any acid spell violently reacts when hit with either Fire or Electric damage. Hitting an acid puddle with a fireball causes a massive localized explosion of that respective element. This is perfect for setting traps. You can coat a chokepoint in acid, wait for the skeletal horde to funnel in, and detonate the entire hallway with a single spark.
If you run the Bubble or Geyser spells, your options open up even further. Throwing a Bubble onto a lingering fire puddle spawns a traveling fire tornado. It wanders around the arena, pulling aggro and melting targets while you focus on reloading.
Fire And Electric: Pure Offensive Output
While Acid requires a bit of setup, Fire and Electric are your standard heavy hitters. You use these to burn down high priority targets or escape bad situations.
Electric damage has a unique property when interacting with specific summoned spells. If you or a teammate casts a Wisp, hitting that Wisp with any Electric damage transforms it into an Electric Wisp. This upgraded version spreads out and applies burn damage to crowds. You can achieve the exact same effect by having a standard Wisp target an enemy that is already electrified.
If you run the Portal spell, you have access to one of the strongest damage multipliers in the game. Any spell cards thrown directly through the Portal are automatically duplicated. Setting up a Portal before a boss fight and coordinating with your team to dump your heavy damage cards through it will absolutely shred a health bar.
Cactus Engineering and Voodoo Utility
Far Far West is a chaotic game. No matter how well you dodge, you are going to take stray hits. This makes defensive lines and healing incredibly valuable, especially when you are deep in enemy territory.
The Cactus element acts as your defensive network. You can deploy stationaries like mines, turrets, and walls to lock down an objective. The secret to this class is that your emplacements adopt whatever element hits them. If you shoot a deployed Pistolero with a Fire weapon, its outgoing shots deal extra burn damage.
The Voodoo element is the premier support option. Any Voodoo spell cast on an ally, an enemy, or even near an existing elemental puddle will spawn floating candles. Picking up one of these candles heals you for a flat 3 HP. It does not sound like a massive amount of health on paper, but those tiny increments of healing will absolutely save your run.
The absolute strongest synergies in the game happen when you mix Voodoo with your Cactus deployments.