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Far Far West Weapons Guide: Best Guns and How to Unlock Them

Every weapon in Far Far West ranked, with unlock steps, leveling tips, and the best loadouts for solo and co-op bounty runs.

Written by
Nuwel
Updated
Reading time
5 min
Difficulty
Intermediate
Every weapon in Far Far West

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# Far Far West Weapons Guide: Best Guns and How to Unlock Them

Far Far West hands you a full arsenal of rifles, revolvers, bows, and throwables to carve through the undead frontier, but not all of them pull equal weight. Some weapons carry entire runs on their own. Others look good on paper and fall apart the moment a bounty boss decides to get personal. This guide covers every weapon in the game, how to unlock and level them, and exactly which ones are worth your time.

Every weapon in Far Far West

The arsenal is split between Primary Weapons and Sidearms, plus a small selection of Utility throwables. Each slot has a distinct job, and understanding what each weapon actually does before committing 500 Gold to assemble it will save you a lot of frustration.

Primary weapons

WeaponTypeRole
Winchester (Repeater)RifleBalanced range and fire rate, reliable for most encounters
Quad CylinderHybridRifle-shotgun hybrid built for burst damage at medium range
Spitfire Revolving SniperSniperAutomatic sniper that picks off targets rapidly from distance
Elephant GunHeavy RifleMassive damage range (1-400), high variance, one-tap potential
ShotgunShotgunClose-range wave-clearer with wide pellet spread
Horse BowSpecialElemental arrows on horseback, best for mobile West Wizard builds
MinigunHeavySustained fire with the best suppression in the game

Sidearms

WeaponTypeRole
Revolver (Starter)PistolBasic six-shooter, dependable early but quickly outclassed
Paterson Navy RevolverPistolExceptional headshot multiplier and rapid fanning speed
Lightning RevolverElementalDeals electrical damage, pairs with lightning-based spells
Golden ColtPistolConsistent damage, reliable finisher for wounded targets
BoomerangProjectileReturns after throwing, no ammo dependency
Throwing StarsProjectileFast and silent, niche in high-difficulty content

Utility items

ItemTypeRole
TomahawkThrowableHigh impact damage, can be retrieved from the environment
DynamiteExplosiveBest tool for immediately clearing dense enemy clusters
Energite BottleSupportCreates a lingering energy field for area denial

How do you unlock and upgrade weapons?

Weapons in Far Far West are not found in the field as permanent pickups. They are built, and the process requires deliberate commitment across multiple runs.

Unlocking a weapon

All weapons are unlocked through your Saloon locker. Here is how the process works:

  • Open your locker and set one weapon as your active track. Only one weapon can be tracked per mission.
  • Once tracked, that weapon's Fragments start appearing as mission rewards. Complete main objectives, loot hidden caches, or defeat the final bounty boss to collect them.
  • Gather all 6 Fragments to complete the blueprint.
  • Take the finished blueprint to the Weaponsmith and pay 500 Gold to assemble the weapon.

Because only one weapon tracks at a time, your unlock order matters. Spreading attention across three weapons simultaneously means three weapons progressing slowly instead of one weapon ready to use.

Upgrading a weapon

Unlocking a weapon is just the starting point. Upgrades come from two sources:

  • Earn Weapon XP by dealing damage with the weapon in combat. Higher difficulty equals better XP returns because XP scales with damage dealt.
  • Spend Gold at the Weaponsmith to improve base stats directly.
  • As the weapon levels up, it unlocks Joker Slots, which add elemental effects or specialized buffs to your shots.

What are the best weapons in Far Far West?

After testing weapons across difficulty tiers, here is how the full roster stacks up.

TierWeaponWhy It Ranks Here
SQuad CylinderCurrent meta pick. Unmatched burst damage and scales perfectly with fire rate Jokers.
SWinchester (Repeater)Exceptional ammo efficiency and reliability make it the safest pick for Nightmare runs.
SPaterson Navy RevolverMassive headshot multiplier and rapid fanning speed melt elite enemies in seconds.
SShotgunDevastating wave-clearer when paired with the pellets-per-missing-bullet perk.
ASpitfire Revolving SniperEssential for neutralizing high-threat targets from a safe distance at high levels.
AHorse BowUnique tactical value for West Wizard builds, elemental fields, high mobility on horseback.
ALightning RevolverStun-locks grouped enemies effectively when paired with electrical spells.
AMinigunBest suppression available, but mobility penalties and unlock cost keep it out of S.
BGolden ColtSolid and dependable, lower skill ceiling than the Paterson Navy.
BTomahawkHigh single-target impact, retrievable after use.
BDynamiteBest immediate AoE option when a squad gets overwhelmed.
BEnergite BottleArea denial and armor softening for armored target setups.
CElephant GunFun, but the 1-400 damage range is too inconsistent for Nightmare runs.
CRevolver (Starter)Outclassed by every other sidearm. Replace it as soon as you have the Gold.
CBoomerangUnique playstyle, not enough stopping power for the current meta.
CThrowing StarsSpeed-focused niche tool, hard to justify in high-difficulty content.

Why Quad Cylinder sits at the top

The Quad Cylinder is the safest first primary to level because it handles most situations without demanding a specific playstyle. It does not require extreme close range like the Shotgun or precise long-range positioning like the Spitfire. That flexibility matters during missions where objectives, enemy waves, and boss pressure all compete for attention at the same time. It also works well for learning spell timing because it leaves room to cast, reposition, and read enemy behavior without punishing you for imperfect spacing.

The Shotgun's hidden ceiling

The Shotgun looks straightforward but has a skill ceiling that most players underestimate. Its real power comes from the pellets-per-missing-bullet perk, which turns it into a legitimate S-tier wave-clearer. Without that Joker, it is a solid close-range option. With it, it becomes something bosses should genuinely fear. The catch is that every pellet needs to land. Clipping a target with half the spread drops damage dramatically, so positioning and timing matter more than simply closing the gap.

Which weapons work best for solo vs. co-op?

The answer changes meaningfully depending on party size.

Solo play demands consistency above everything. Every objective, revive window, and boss phase has to be managed alone, so weapons that only perform in ideal conditions become liabilities. The Quad Cylinder is the safest solo primary because it handles varied situations without demanding perfect positioning. The Winchester (Repeater) also works well for players who prefer distance and headshot accuracy. The Shotgun is riskier solo because close-range mistakes without a teammate to create space are much harder to recover from.

Co-op opens up specialization. One player can focus on boss damage while another handles crowd control and a third builds around elemental interactions. The Shotgun becomes significantly stronger when a teammate pulls enemy attention. The Minigun benefits from teammates keeping enemies organized while it maintains sustained fire. The Spitfire Revolving Sniper pairs well with a frontline player creating pressure that forces bosses into predictable positions.

How do spells change your weapon choice?

This is the part most new players skip, and it is the reason two players running the same weapon can have completely different results.

Far Far West is built around guns and spells working together. A weapon that looks average in isolation can perform at a much higher level when it supports a repeatable spell interaction. The core elements are Acid (slows enemies), Pyro (adds burn damage), and Electric (effective against grouped targets). Sidearms can carry elemental rounds in these same elements, which means the Lightning Revolver is not just a damage option but an enabler for electrical spell combos.

The Horse Bow exists almost entirely in this category. On its own it is a competent A-tier weapon. Inside a West Wizard build that procs massive elemental fields, it becomes the linchpin of the entire loadout.

The practical takeaway: build around one repeatable idea. Safe mid-range damage with spell combos, close-range Shotgun pressure with team support, or ranged precision with utility spells. Trying to cover everything at once makes the loadout weaker, not more flexible.

Weapon leveling tips

A few patterns separate players who level weapons efficiently from those who end up with a pile of half-finished options:

  • Use the weapon you are leveling. Far Far West makes it easy to carry a weapon while spells or teammates do most of the work. Weapon XP scales with damage dealt, so passive carry does nothing.
  • Set your unlock target before the run starts. Only one weapon tracks fragments per mission. Going in without a clear target wastes the run's unlock potential.
  • Play the hardest difficulty you can clear cleanly. Higher difficulty improves XP returns, but failed runs cancel out that advantage fast.
  • Do not spread progress across multiple weapons early. Leveling one reliable weapon gives better short-term power than having four weapons at half progress.
  • Joker Slots are the real payoff. Weapon ranks unlock Joker Slots that add elemental effects and specialized buffs. Getting a weapon to its first Joker Slot changes its performance ceiling significantly.

For more strategies on the broader game loop, including spell combos, fragment farming, and boss timing, browse more guides on GAMES.GG to fill out your Far Far West knowledge.

Quick weapon choice checklist

Before locking in a loadout, run through these questions:

QuestionWhy it matters
Can it land hits consistently?Reliable damage beats higher theoretical output that misses too often.
Does it fit solo or co-op?Solo needs safety; co-op allows specialization.
Does it handle boss windows?Boss fights reward weapons that deal damage at specific moments.
Does it support the spell kit?Weapons feel stronger when they activate elemental effects or spell combos.
Is it worth leveling right now?Focused XP gives better progress than spreading levels across everything.

The best weapon is always the one that matches the current objective, party size, spell setup, and your comfort with its mechanics. The Quad Cylinder covers most of those bases by default, which is exactly why it is the right first weapon to unlock and level for most players.

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