Cooldown
Cast delay
Unlock
XP multiplier
Element
School
Explosion150 1500
Explosion damage
Explosion radius
Same school
Builds
- Solo/Duo NightmareI tested the build with many variations, and on Nightmare difficulty this proved to be the most reliable and most stable setup. While it holds its own even solo, the true potential of the abilities is especially effective in Duo. The synergy between the gear and abilities guarantees constant damage and almost indestructible survivability.+435
- Ratata Minigun V8Can't Stop, Won't Stop, Don't Stop+121
- Super Shotty V6Aiming optional, just point and shoot at general direction+65
- Don't Miss+61
- Magic Minigun V4Minigun but with magic~+43
- Clutch Eagle (+ BOOMrang) by CatAoE? Check. Boss-killing? Check. High value breakpoints? Also check! Most die to the blast, others to a single bodyshot, those ignited won't survive long, and anything bulky will be handled by a fully stacked Eagle. It's high time to transform your Leveredge into the ultimate generalist, well-equipped to handle any and all situations! Comes packaged with a very reactive BOOMrang that can further chain into the 2-round Clutch reload rhythm for quick-switch synergy. All 3 spells will keep you highly mobile and help out in sticky situations, ranging from aerial avoidance with Boing, to outright annihilation with Thunderstrike, and the comfortable inbetweener housing ample i-frames in Swap. You'd only ever chamber more than 2 bullets for those 3 floating bubbles and to ramp up Eagle faster.+32
In-game preview
How it playsRise up, come down, thunder everywhere. Thunderstrike is the Electric school's big finish - a two-phase move where you ascend to safety and then crash back down with an area blast and sustained lightning covering the landing zone. High cooldown, high commitment, high ceiling. The ascent phase is a free escape that repositions you above the fight. Use that window to survey the area, let an immediate threat pass, then dive back into the heaviest cluster for maximum blast coverage. The follow-up thunder keeps ticking after the dive, so don't immediately run out of the landing zone.
Strategy
Strengths
- Ascent phase doubles as an emergency escape
- Large area blast on landing hits multiple enemies
- Sustained thunder DoT after the dive
Weaknesses
- Long cooldown limits how often you can commit to the full sequence
- Dive landing point must be chosen quickly during ascent
XP & Leveling
XP per cast
120
First cast bonus
+200
320 total
Casts per level
9
≈ 1 000 XP/level
Casts needed to reach school unlock levels
| Level | Total XP | Casts |
|---|---|---|
| Level 1 | 0 XP | 0 casts |
| Level 4 | 3,000 XP | 25 casts |
| Level 12 | 11,000 XP | 92 casts |
| Level 20 | 19,000 XP | 159 casts |
| Level 35 | 34,000 XP | 284 casts |
Video playbook
Every school
Every Spell Combo in Far Far West
Cross-school combo overview - quick reference for what stacks with what.
Bull's Guidebook · 25. Feb. 2026Ansehen ↗Fastest Spell XP routes
Two fastest spell-XP routes - useful no matter which school you're maining.
Bull's Guidebook · 30. Apr. 2026Ansehen ↗
Videos von Bull's Guidebook. Wenn dir ein Guide einen Run gerettet hat: abonnieren und Like dalassen.
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