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.
Slot
Primary
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
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
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.
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.
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.
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.

