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All 30 Spells and What They Do in Far Far West

Updated on November 1, 2026 (3 days ago)

Spells are the special abilities that sit alongside your guns in Far Far West, a Wild West shooter. They're split across six schools: Acid, Cactus, Elec, Fire, Frost and Voodoo. Some heal or revive, some summon helpers or lay traps, and some set up effects that other spells can trigger for extra damage.

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School

Acid

5 items

Thrower

Sprays acid and leaves corrosive puddles.

School Level
1
Cooldown
30s
XP Multiplier
1.5x
Effect
Sprays jets of acid that leave corrosive puddles.
Known Combos
Acid DPS Burst (Fire- or Elec-affected target, then Acid Thrower); Acid Cactus (Acid Thrower + any Cactus summon)

Geyser

Erupts under enemies and knocks them into the air.

School Level
4
Cooldown
45s
XP Multiplier
0.75x
Effect
Erupts on impact and launches enemies into the air.
Known Combos
Tornado (acid pool + Firebeam); Multi-Geyser (Acid Geyser + Elec Strikes); Exploding Geyser (Acid Geyser + Fireball); Healing Candles (acid pool + any Voodoo spell); Chain Reaction (acid pool + any Fire or Elec spell); Acid Cactus (Acid Geyser + any Cactus summon)

Bubble

Bursts into several acid puddles.

School Level
12
Cooldown
40s
XP Multiplier
0.75x
Effect
Forms a large acid bubble that bursts into multiple acid puddles.
Known Combos
More Bubble (Acid Bubble + Elec Strikes); Tornado (acid pool + Firebeam); Healing Candles (acid pool + any Voodoo spell); Chain Reaction (acid pool + any Fire or Elec spell); Acid Cactus (Acid Bubble + any Cactus summon)

Contagion

Corrodes a wide area and makes affected enemies explode on death.

School Level
20
Cooldown
70s
XP Multiplier
1x
Effect
Corrodes enemies in a wide zone; affected enemies explode when they die.
Known Combos
-

Rain

Covers an area with corrosive rain.

School Level
35
Cooldown
120s
XP Multiplier
0.75x
Effect
Creates acid rain over a wide area.
Known Combos
Lightning Strikes (Acid Rain + Elec Strikes); Tornado (acid pool + Firebeam); Healing Candles (acid pool + any Voodoo spell); Chain Reaction (acid pool + any Fire or Elec spell); Acid Cactus (Acid Rain + any Cactus summon)

School

Cactus

5 items

Mino

A cactus mine that explodes when stepped on.

School Level
1
Cooldown
7s
XP Multiplier
1.5x
Effect
Places a mine that explodes when an enemy steps on it.
Known Combos
Charged Cactus (any Cactus summon + any Fire or Elec spell); Corrupted Cactus (any Cactus summon + Voodoo Drain, Rescue or Corruption); Acid Cactus (any Cactus summon + Bubble, Geyser, Rain or Thrower)

Pistolero

A cactus turret that shoots nearby enemies.

School Level
4
Cooldown
40s
XP Multiplier
1.2x
Effect
Summons a turret that continuously fires at nearby enemies.
Known Combos
Charged Cactus (any Cactus summon + any Fire or Elec spell); Corrupted Cactus (any Cactus summon + Voodoo Drain, Rescue or Corruption); Acid Cactus (any Cactus summon + Bubble, Geyser, Rain or Thrower); Doubled Pistolero (Elec Portal + Pistolero)

Wallo

A spiked cactus wall that damages and slows enemies.

School Level
12
Cooldown
40s
XP Multiplier
1x
Effect
Summons a cactus wall whose spikes damage and slow enemies on contact.
Known Combos
Charged Cactus (any Cactus summon + any Fire or Elec spell); Corrupted Cactus (any Cactus summon + Voodoo Drain, Rescue or Corruption); Acid Cactus (any Cactus summon + Bubble, Geyser, Rain or Thrower)

Decoyo

Lures enemies with a dancing cactus that later explodes.

School Level
20
Cooldown
95s
XP Multiplier
1.2x
Effect
Summons a dancing cactus that lures enemies before exploding.
Known Combos
Charged Cactus (any Cactus summon + any Fire or Elec spell); Corrupted Cactus (any Cactus summon + Voodoo Drain, Rescue or Corruption); Acid Cactus (any Cactus summon + Bubble, Geyser, Rain or Thrower)

Bandito

Calls in a cactus golem to fight nearby enemies.

School Level
35
Cooldown
100s
XP Multiplier
1x
Effect
Summons a cactus golem that fights enemies for you.
Known Combos
Charged Cactus (any Cactus summon + any Fire or Elec spell); Corrupted Cactus (any Cactus summon + Voodoo Drain, Rescue or Corruption); Acid Cactus (any Cactus summon + Bubble, Geyser, Rain or Thrower); Doubled Bandito (Elec Portal + Bandito)

School

Elec

5 items

Strikes

Strikes a line of enemies with lightning.

School Level
1
Cooldown
20s
XP Multiplier
1.5x
Effect
Calls down a line of lightning strikes along a path.
Known Combos
Electric Wisp (Fire Wisp + Elec Strikes); Multi-Geyser (Acid Geyser + Elec Strikes); More Bubble (Acid Bubble + Elec Strikes); Lightning Strikes (Acid Rain + Elec Strikes); Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Elec-affected target, then Acid Thrower)

Boing

An instant jump for escaping danger.

School Level
4
Cooldown
15s
XP Multiplier
1x
Effect
Makes you jump instantly to get out of danger.
Known Combos
Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Elec-affected target, then Acid Thrower)

Portal

Links two portals to move players and duplicate spell projectiles.

School Level
12
Cooldown
10s
XP Multiplier
1.5x
Effect
Creates up to two portals that teleport players and duplicate spell projectiles.
Known Combos
Doubled Bandito (Elec Portal + Bandito); Doubled Pistolero (Elec Portal + Pistolero); Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Elec-affected target, then Acid Thrower)

Swap

Switches places with an enemy and blasts both spots.

School Level
20
Cooldown
25s
XP Multiplier
1.25x
Effect
Swaps places with an enemy and explodes at both locations.
Known Combos
Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Elec-affected target, then Acid Thrower)

Thunderstrike

Leaps up and crashes down with an area blast.

School Level
35
Cooldown
100s
XP Multiplier
1x
Effect
Raises you into the air, then dives down and blasts the area.
Known Combos
Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Elec-affected target, then Acid Thrower)

School

Fire

5 items

Fireball

An impact blast that leaves a patch of burning ground.

School Level
1
Cooldown
15s
XP Multiplier
1.5x
Effect
Explodes on impact and leaves burning ground.
Known Combos
Exploding Geyser (Acid Geyser + Fireball); Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Fire-affected target, then Acid Thrower)

Firebeam

Scorches enemies and surfaces with a long fire beam.

School Level
4
Cooldown
60s
XP Multiplier
0.75x
Effect
Fires a giant beam that scorches everything along its path.
Known Combos
Tornado (acid pool + Firebeam); Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Fire-affected target, then Acid Thrower)

Surcharge

Sets a wide area alight and detonates enemies already burning.

School Level
12
Cooldown
50s
XP Multiplier
0.75x
Effect
Burns a wide area and detonates enemies that are already ablaze.
Known Combos
Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Fire-affected target, then Acid Thrower)

Wisp

A burning wisp that moves to another enemy after a kill.

School Level
20
Cooldown
100s
XP Multiplier
0.75x
Effect
Summons a burning wisp that jumps to another enemy when its current target dies.
Known Combos
Electric Wisp (Fire Wisp + Elec Strikes); Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Fire-affected target, then Acid Thrower)

Finger Guns

Fires explosive fire bullets from your fingers.

School Level
35
Cooldown
80s
XP Multiplier
0.75x
Effect
Replaces your weapon with fingers that shoot explosive fire bullets.
Known Combos
Chain Reaction (acid pool + any Fire or Elec spell); Charged Cactus (any Cactus summon + any Fire or Elec spell); Acid DPS Burst (Fire-affected target, then Acid Thrower)

School

Frost

5 items

Breeze

Freezes enemies in a wide cone.

School Level
1
Cooldown
40s
XP Multiplier
1x
Effect
Freezes enemies in a wide cone without dealing damage.
Known Combos
-

Bridge

A bridge that shields allies as they cross.

School Level
4
Cooldown
25s
XP Multiplier
1x
Effect
Creates a bridge that shields allies who cross it.
Known Combos
-

Cube

Makes you or an ally invulnerable inside an ice cube.

School Level
12
Cooldown
20s
XP Multiplier
1x
Effect
Turns you or an ally into an invulnerable ice cube.
Known Combos
-

Glaze

Damages nearby enemies and shields nearby allies in a burst.

School Level
20
Cooldown
80s
XP Multiplier
1x
Effect
Bursts to damage nearby enemies and shield nearby allies.
Known Combos
-

Blizzard

A moving storm that damages enemies and shields allies.

School Level
35
Cooldown
120s
XP Multiplier
1x
Effect
Follows you, damaging enemies and shielding allies in its area.
Known Combos
-

School

Voodoo

5 items

Drain

Drains an enemy's health through a doll.

School Level
1
Cooldown
25s
XP Multiplier
1.3x
Effect
Commands a doll to drain an enemy's health and restore yours.
Known Combos
Healing Candles (acid pool + any Voodoo spell); Corrupted Cactus (any Cactus summon + Voodoo Drain)

Rescue

Heals or revives the closest ally.

School Level
4
Cooldown
60s
XP Multiplier
0.75x
Effect
Heals or revives the nearest ally.
Known Combos
Healing Candles (acid pool + any Voodoo spell); Corrupted Cactus (any Cactus summon + Voodoo Rescue)

Corruption

Turns an enemy against its allies.

School Level
12
Cooldown
35s
XP Multiplier
0.75x
Effect
Corrupts an enemy so it fights for you.
Known Combos
Healing Candles (acid pool + any Voodoo spell); Corrupted Cactus (any Cactus summon + Voodoo Corruption)

Ritual

Heals allies standing within a candle ring.

School Level
20
Cooldown
100s
XP Multiplier
1x
Effect
Creates a ring of candles that heals allies inside it.
Known Combos
Healing Candles (acid pool + any Voodoo spell)

Doll

Protects nearby allies and boosts their movement speed.

School Level
35
Cooldown
110s
XP Multiplier
1x
Effect
Summons a doll that grants allies in its zone invulnerability and high movement speed.
Known Combos
Healing Candles (acid pool + any Voodoo spell)

How Spells Work in Far Far West

Each spell is an ability you cast from an equipped slot, and each one has a clear job when you use it. Some spread acid across an area, some drop a turret that keeps firing, some call a golem to fight beside you, and some wrap an ally in ice. Every spell also has a cooldown, the wait before you can cast it again, so you rotate through your spells instead of repeating one.

Most spells fall into a few roles. Some deal damage over an area, some summon or place helpers, some heal or revive, some slow or freeze enemies, and some move you quickly. Knowing a spell's role tells you when to use it in a fight.

The Six Spell Schools

The six schools each have their own theme, and the strongest setups usually mix them. Acid lays pools on the ground that keep hurting enemies. Cactus creates traps, turrets and summons, while Elec brings chaining lightning and teleports, and Fire brings beams, explosions and burning.

Voodoo spells heal and revive, drain health from enemies, and can turn an enemy to fight for you. Frost spells freeze enemies in place, wrap you or an ally in an ice block, and build shields that absorb damage before your health does.

How to Unlock Spells and Level Up a School

Spells unlock as their school levels up. Spells in each school open at school levels 1, 4, 12, 20 and 35, so reaching level 35 unlocks the top-tier spell in that school.

A school levels up as you cast its spells. Each school has its own level, so casting Fire does nothing for Voodoo. Each spell also earns XP at its own rate, and a spell with a higher multiplier moves its school along faster.

How to Build a Spell Loadout

You equip three spells at a time, and you can mix schools freely. Three slots is a tight limit, so every spell should earn its place. Most solid loadouts include a setup spell that lays down an effect, a trigger that sets it off, and a utility spell such as a heal, a teleport or a damage multiplier.

How Spell Combos Work

A combo happens when one spell creates an effect and a second spell hits it. The setup is usually an acid pool on the ground or a cactus summon that other spells can strike. The trigger is the second spell, and the reaction is usually stronger than either spell alone. Acid is the most common setup, and Fire and Elec are the main triggers.

Order matters in most cases, so place the setup first, such as laying acid before enemies walk into it, and cast the trigger after. A few reactions show how this plays out. Firebeam over an acid pool turns it into a fire tornado, and Acid Rain paired with Elec Strikes sets off the Lightning Strikes combo.

Which Far Far West Spells Matter Most

Opinions on the strongest spells vary, but a few come up again and again. Rain is often called the best area damage spell, since its acid storm covers a wide area and keeps hurting anything caught inside. Portal stands out because it multiplies other spells: anything cast through its gates fires again. It is harder to master, since its combos depend on where you place the gates. Firebeam, a huge fire ray that burns everything in its path, rounds out the spells that come up most.

The right picks depend on how you play. For solo runs, Bandito is a good choice because its cactus golem fights beside you, and Cube keeps you safe inside an ice block. For team play, Ritual heals everyone standing in its candle circle and is especially useful on harder difficulties, while Rescue heals or revives the closest teammate. Combo fit matters more than raw rank, so a lower-ranked spell that works with your setup often beats a higher-ranked one that doesn't.

FAQ

Q.

What spell should a new player start with?

Fireball is the easiest to learn, since its projectiles explode on contact and deal splash damage. Strikes, Drain and Mino are also good beginner picks, and all four open at level 1 of their schools, so you can use them right away.

Q.

Can Portal teleport my teammates?

Yes. The two gates teleport players who pass through them, so you and your allies can jump between them. Place the gates before the fight heats up, since Portal works best when it's set up ahead of time.

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