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  4. Weapons

All 14 Weapons and Their Stats in Far Far West

Updated on November 1, 2026 (3 days ago)

Far Far West is a co-op shooter set in a supernatural Wild West, where you play robot cowboys taking bounty jobs with friends. Your weapons go in a main slot (the primary) and a sidearm slot (the secondary), and you equip one of each at the same time. Main weapons include both guns and melee tools, and a separate utility slot holds single-use items that work separately from weapons.

View

Slot

Primary

7 items

Knuckles

A close-range melee weapon with regular punches and a charged attack.

Slot
Primary
Role
Melee; close-range punches and charged attacks
Damage
10 per hit
Alternate / Special Damage
-
DPS
20
Rate
0.5 s per attack
Magazine
-
Blueprint Unlock
8 Blueprints at the Gunsmith

Lasso

A melee whip that attacks quickly and has a charged attack.

Slot
Primary
Role
Melee; fast whip attacks with a charged attack
Damage
10 per hit
Alternate / Special Damage
-
DPS
25
Rate
0.4 s per attack
Magazine
-
Blueprint Unlock
8 Blueprints at the Gunsmith

Leveredge

A precise lever-action rifle with a 10-round magazine and a single-round reload.

Slot
Primary
Role
Lever-action rifle; accurate precision shots
Damage
30 per shot
Alternate / Special Damage
-
DPS
60
Rate
2.0 shots/s
Magazine
10 rounds
Blueprint Unlock
8 Blueprints at the Gunsmith

Long Ranger

A scoped rifle with perfect accuracy and shots that pierce enemies.

Slot
Primary
Role
Scoped rifle; accurate, piercing long-range shots
Damage
50 per shot
Alternate / Special Damage
-
DPS
37
Rate
0.8 shots/s
Magazine
7 rounds
Blueprint Unlock
8 Blueprints at the Gunsmith

Minigun

An automatic gun that ramps up its fire rate during sustained fire.

Slot
Primary
Role
Automatic heavy weapon; firing continuously spins it up
Damage
7 per shot
Alternate / Special Damage
-
DPS
7–87 while firing
Rate
1.0–12.5 shots/s as it spins up
Magazine
300 rounds
Blueprint Unlock
8 Blueprints at the Gunsmith

Quad Cylinder

A dependable automatic revolver available from the start.

Slot
Primary
Role
Automatic revolver; balanced all-round primary
Damage
9 per shot
Alternate / Special Damage
-
DPS
64
Rate
7.1 shots/s
Magazine
24 rounds
Blueprint Unlock
Available by default after the tutorial or first Saloon visit

Shotgun

A close-range shotgun that fires seven pellets with each shell.

Slot
Primary
Role
Pellet shotgun; close-range burst damage
Damage
6 per pellet × 7 pellets
Alternate / Special Damage
-
DPS
127
Rate
3.0 shots/s
Magazine
10 shells
Blueprint Unlock
8 Blueprints at the Gunsmith

Slot

Secondary

7 items

Banjo

Melee hits build chords; a charged slam heals you and nearby allies.

Slot
Secondary
Role
Support melee; builds chords and heals with a charged slam
Damage
9 per hit
Alternate / Special Damage
25 charged slam
DPS
6.9
Rate
1.3 s per attack
Magazine
-
Blueprint Unlock
8 Blueprints at the Gunsmith

Boomerang

A returning projectile that can hit enemies on its way out and back without using ammo.

Slot
Secondary
Role
Returning projectile; no ammo use
Damage
7 on the outbound hit
Alternate / Special Damage
7 × 4 on the return path
DPS
4
Rate
0.6 throws/s
Magazine
-
Blueprint Unlock
8 Blueprints at the Gunsmith

Bow

A bow whose charged arrows can leave elemental puddles for spell combos.

Slot
Secondary
Role
Charge bow; fully bent arrows leave elemental puddles
Damage
40 at maximum bend
Alternate / Special Damage
-
DPS
40–66 depending on bend
Rate
1.0–1.7 arrows/s depending on bend
Magazine
1 arrow
Blueprint Unlock
8 Blueprints at the Gunsmith

Dual Revolvers

Fast-firing pistols that become explosive projectiles when reloaded.

Slot
Secondary
Role
Dual pistols; reloading throws them as explosives
Damage
11 per shot
Alternate / Special Damage
16 × 2 on the reload explosion
DPS
73
Rate
6.7 shots/s
Magazine
12 rounds
Blueprint Unlock
8 Blueprints at the Gunsmith

Jetpack

A sidearm that uses fuel to fly and divebomb nearby enemies.

Slot
Secondary
Role
Mobility sidearm; flight and divebomb attacks
Damage
3 on the primary hit
Alternate / Special Damage
20 on the divebomb
DPS
20
Rate
6.7 attacks/s
Magazine
-
Blueprint Unlock
8 Blueprints at the Gunsmith

Revolver

A balanced sidearm given to players after the tutorial or first Saloon visit.

Slot
Secondary
Role
Sidearm; balanced, accurate pistol
Damage
15 per shot
Alternate / Special Damage
-
DPS
45
Rate
3.0 shots/s
Magazine
5 rounds
Blueprint Unlock
Available by default after the tutorial or first Saloon visit

Sheriff Star

A high-damage thrown star that can be picked up and reused.

Slot
Secondary
Role
Thrown sidearm; retrieve the star to reuse it
Damage
22 per hit
Alternate / Special Damage
-
DPS
44
Rate
2.0 throws/s
Magazine
20 stars
Blueprint Unlock
8 Blueprints at the Gunsmith

How Weapons Work in Far Far West

Guns draw from separate ammo pools. The Main Weapon Ammo Box refills your main gun, and the Sidearm Ammo Box refills your sidearm, so one can run dry while the other is still full.

Sidearm hits can also apply an element, which adds a status effect to the enemy. The elements are Acid, Pyro, Elec and Frost. You choose one at the Gunsmith and can change it there later, so you can match your sidearm to the enemies you're facing.

How to Unlock Weapons in Far Far West

You don't need to unlock everything to play. The Quad Cylinder and Revolver are unlocked from the start, so you can head into your first missions with a working loadout. Every other weapon costs eight Blueprints at the Gunsmith, and one way to earn Blueprints is by defeating the mission boss.

Best Main Weapons in Far Far West

Main weapons fall into a few clear roles. The Shotgun and Minigun are the big-damage guns, the Leveredge and Long Ranger are the precision picks, and Knuckles and Lasso are melee tools for close fights.

The Shotgun is a close-range gun with a wide spread. At point-blank range, all of its pellets can hit one target for burst damage, while farther out it can hit several enemies at once, which makes it good against crowds. It loses a lot of damage against a single enemy at long range, and because it reloads one shell at a time, reload speed upgrades matter a lot.

The Minigun is built for sustained fire. Its fire rate climbs the longer you hold the trigger and resets when you stop, and it burns through ammo quickly, so it rewards staying on target in long fights.

Knuckles and Lasso are melee weapons that need no ammo. Knuckles throws close-range punches and has a charged attack for bigger hits. The Lasso is a faster melee whip that also has a charged attack.

The Leveredge trades volume of fire for damage and accuracy, so it hits hard with each shot and excels at medium to long range. The Long Ranger has a magnifying scope, and its shots pierce several enemies in a line. It fires slowly and has a small magazine, so it rewards careful, well-aimed shots.

The Quad Cylinder is an all-rounder with no single specialty. Its fire rate trails the Minigun and Shotgun, and its damage and accuracy trail the Long Ranger and Leveredge, so it's a steady gun rather than a standout.

Best Sidearms in Far Far West

The Revolver is a solid all-round pick, and it's more accurate and hits harder than the Dual Revolvers. The Dual Revolvers fire quickly at close range, but they're inaccurate and lose strength at mid to long range. Reloading throws both revolvers as explosive grenades that clear clusters of enemies. The usual approach is to close in, empty both cylinders, then back off and reload to throw them.

A quick shot from the Bow fires a plain arrow, while holding fire bends the bow for a stronger one. A fully charged arrow aimed at the feet of an enemy crowd leaves an elemental puddle that keeps hurting anyone who walks through it. That makes the Bow good for controlling an area.

The Boomerang flies out, damages enemies on the way, and swings back. It uses no ammo, but its base damage is below average, so it works better as a backup than a first pick.

Sheriff Stars deal some of the highest damage per hit of any sidearm, but you have to pick them up after throwing. That gets hard in big waves, since they're much harder to collect safely.

The Banjo is a melee sidearm that leans more toward support than damage. Melee hits build up chords, and a charged slam heals you and nearby allies. That makes it a useful pick for a team that needs to stay healthy.

The Jetpack is a sidearm added in the October 2026 update. It uses fuel to fly, and right-click while flying sends you into a divebomb that damages nearby enemies. Its Unique Jokers are Trail Pack, Crash Pack and Hover Pack.

How to Upgrade Weapons in Far Far West

Main weapons and sidearms level up from the damage they deal in a mission. Only damage up to an enemy's remaining health counts, so a big hit on a nearly dead enemy adds very little. Overkill on weak enemies gives high damage totals but little experience, so it won't grow your weapon much.

Each level gives you an upgrade for stats such as Damage, Fire Rate, Clip Size, Reload Speed and Accuracy. Every stat has a cap, so upgrades can't keep stacking forever.

Weapons also have Joker slots for Jokers that change how they play. A weapon starts with a single Joker slot open at level 1, and more open as it levels up.

FAQ

Q.

Which weapon is best against bosses?

The Leveredge is one of the best picks, since its accuracy makes weak-spot hits easier to land on Elite and Boss enemies. The Headbang and Weak Link Jokers add more damage to those hits, and both work with the Leveredge. The Long Ranger also works with those Jokers, but it fires slowly, so it suits players who can keep their distance.

Q.

Do Sheriff Stars ever run out of ammo?

They have effectively unlimited ammo as long as you keep retrieving them. If some get lost in a big wave, ammo pickups can refill them, so a few lost stars won't leave you empty-handed.

Q.

Which Jokers work with melee weapons?

Eat-A-Punch heals you 2 HP when a melee attack gets a kill, and Snack-A-Punch grants shield points for melee kills. Both work with Knuckles, Lasso and Banjo. Headbang and Weak Link don't apply to melee weapons, so they're better suited to guns.

Q.

What do the Jetpack Jokers do?

Crash Pack doubles the Jetpack's fuel but halves how long each flight lasts. Hover Pack replaces the divebomb with a hover that uses fuel. Trail Pack makes the Jetpack's trail leave elemental puddles behind.

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