Spells
/spells
Far Far West Spells
Five schools of arcana, twenty-five spells. Filter by school to find your stack.
Five schools, twenty-five spells. Each school has a distinct identity - Acid leaves pools that other spells transform, Cactus spawns turrets and decoys, Elec chains and teleports, Fire beams and ignites, and Voodoo heals the posse and curses the rest. The real depth comes from combos: stacking two effects on the same surface to trigger a third one.
School
Acid
Thrower
Spit jets of acid that leave corrosive puddles on the ground.
- 30 cd
- 1 lvl
Geyser
Summon an acid geyser that erupts on impact and launches enemies into the air.
- 45 cd
- 4 lvl
Bubble
Throw a big acid bubble that bursts on impact and creates multiple acid puddles.
- 40 cd
- 0.4 cast
- 12 lvl
Contagion
Corrodes all enemies in a wide zone and applies Contagious, causing them to explode on death.
- 70 cd
- 20 lvl
Rain
Call down a rain of acid that corrodes enemies in a wide area.
- 120 cd
- 35 lvl
School
Cactus
Mino
Summon a cactus mine that explodes when stepped on.
- 7 cd
- 0.2 cast
- 1 lvl
Pistolero
Summon a cactus turret that fires continuously at nearby enemies.
- 40 cd
- 0.2 cast
- 4 lvl
Wallo
Summon cactus spikes that damage and slow enemies on contact.
- 40 cd
- 0.2 cast
- 12 lvl
Decoyo
Summon a dancing cactus that lures enemies before exploding.
- 95 cd
- 0.2 cast
- 20 lvl
Bandito
Summon a powerful cactus golem that fights for you for a while.
- 100 cd
- 0.2 cast
- 35 lvl
School
Elec
Strikes
Launch a line of lightning strikes that zap everything in their path.
- 20 cd
- 1 lvl
Boing
Instantly jump to escape your enemies.
- 15 cd
- 0.2 cast
- 4 lvl
Portal
Spawn up to two portals that teleport players and duplicate spell projectiles.
- 10 cd
- 12 lvl
Swap
Swap positions with an enemy, exploding at both locations.
- 25 cd
- 0.2 cast
- 20 lvl
Thunderstrike
Rise up, then dive down to blast the area and unleash thunder over your enemies.
- 100 cd
- 35 lvl
School
Fire
Fireball
Launch a fireball that explodes on impact and leaves the ground burning.
- 15 cd
- 1 lvl
Firebeam
Unleash a giant fire beam that scorches everything.
- 60 cd
- 4 lvl
Surcharge
Burn all enemies in a wide zone, detonating those already ablaze.
- 50 cd
- 12 lvl
Wisp
Summon a wisp that deals extra burn damage, jumping to another enemy on kill.
- 100 cd
- 20 lvl
Finger Guns
Swap your weapon for fiery fingers that shoot explosive fire bullets.
- 80 cd
- 35 lvl
School
Ice
Breeze
Summon a breeze that freezes enemies in a wide cone.
- 40 cd
- 0.3 cast
- 1 lvl
Bridge
Summon a bridge that shields allies who cross it.
- 25 cd
- 0.2 cast
- 4 lvl
Cube
Turn yourself or an ally into an invulnerable ice cube.
- 20 cd
- 0.55 cast
- 12 lvl
Glaze
Release a burst, dealing damage to nearby enemies and shielding nearby allies.
- 80 cd
- 0.4 cast
- 20 lvl
Blizzard
Summon a blizzard that follows you, dealing damage to all enemies and shielding allies.
- 120 cd
- 0.4 cast
- 35 lvl
School
Voodoo
Drain
Command your doll to drain an enemy's health.
- 25 cd
- 0.55 cast
- 1 lvl
Rescue
Channel your doll's power to heal or revive the nearest ally.
- 60 cd
- 0.55 cast
- 4 lvl
Corruption
Channel a doll to corrupt enemies, making them fight for you.
- 35 cd
- 12 lvl
Ritual
Summon a ring of candles that restores the health of allies within its light.
- 100 cd
- 20 lvl
Doll
Summon a doll that grants invincibility and high speed to allies within its zone.
- 110 cd
- 1 cast
- 35 lvl
Stack two spell effects on the same surface or enemy. When the second cast lands on something already affected by the first, the game triggers a combo - a separate, usually stronger effect. Most combos cross schools, so a balanced loadout matters more than five spells from one school.
- Any acid poolFire Beam
Tornado
Fire Beam ignites any acid surface (Bubble, Geyser, Rain) and lifts it into a swirling damage zone.
- Elec StrikeFire Wisp
Electric Wisp
Wisp picks up the lightning charge - homing damage that arcs to nearby targets.
- Elec StrikeAcid Geyser
Multi-Geyser
Each lightning bolt forks the geyser into a ring of secondary geysers.
- Elec StrikeAcid Bubble
More Bubble
Charged acid grows a bigger bubble field with extended duration.
- Acid GeyserFire Ball
Exploding Geyser
Fireball detonates the geyser column for a heavy AoE burst.
- Acid RainElec Strike
Lightning Strikes
Rain conducts the lightning - chained strikes hit everyone in the rain zone.
- Any acid poolAny Voodoo
Healing Candles
Voodoo essence consecrates the pool into a friendly healing candle field.
- Any acid poolAny Fire or Elec
Chain Reaction
Acid surfaces transmit Fire or Elec damage across every connected pool.
- Any CactusAny Fire or Elec
Charged Cactus
Cactus summons (turret, wall, mine, decoy, golem) inherit elemental damage when struck by a Fire or Elec spell. The same trick works with elemental gunshots: a Pistolero hit by an Elec-effect bullet starts firing electric rounds.
- Any Fire or ElecAcid Thrower
Acid DPS Burst
Hit a Fire- or Elec-affected target FIRST, then Acid Thrower on top, and the acid detonates into a giant continuous damage burst. Reversing the order (Acid first, then Fire/Elec) only triggers a single tick.
- Any CactusAny Voodoo
Corrupted Cactus
Cactus summons hit by a Voodoo aura (Drain, Rescue, Corruption) turn purple and spread that corruption to every enemy they strike - the stain is transferable between summons and detonates for a wave of corruption damage when the effect ends. Especially strong on Decoy and Betty, since both expire by firing, so the corruption wave goes off automatically.
- Elec PortalCactus Ulti (Bandito)
Doubled Bandito
Spells thrown through Elec Portal are duplicated, so Bandito's huge wave gets cast twice. Devastating against tightly-packed groups and the easiest way to scale the spell's already-high damage. Every player now carries their own pair of portals (up to 8 in a four-player run), so keeping one open for this is easy.
- Elec PortalCactus Turret (Pistolero)
Doubled Pistolero
Pistolero turret thrown through Elec Portal spawns a second turret on the other side, so two turrets means double sustained DPS until they expire. With every player now carrying their own two portals, you can set this up far more often.
- Any CactusAny Acid
Acid Cactus
Cactus summons (turret, wall, mine, decoy, golem) struck by an Acid spell (Bubble, Geyser, Rain, Thrower) inherit acid damage - their shots and contact hits coat targets in corrosion on top of the physical damage. The same elemental-inheritance trick as Charged Cactus, just on the Acid school.
On video
Watch combos in action
Every Spell Combo in Far Far West
Cross-school combo overview - quick reference for what stacks with what.
Bull's Guidebook · 25 feb 2026Watch ↗Every Cactus Spell Combo in Far Far West
Every cactus combo at EA release - good baseline before theory-crafting.
Bull's Guidebook · 30 apr 2026Watch ↗Every New Spell Combo Added In Next Fest
Every Voodoo combo from the Next Fest demo - good baseline matchups.
Bull's Guidebook · 22 feb 2026Watch ↗
Videos by Bull's Guidebook. If a guide saved you a run, subscribe and leave a like.
Open the channelFrequently Asked Questions
How many spells are in Far Far West?
Far Far West has 25 spells across 5 schools: Acid, Cactus, Elec, Fire, and Voodoo. Each school has 5 spells with unique effects, cooldowns, and cast delays.
How do spell combos work in Far Far West?
Spell combos trigger when you stack two different spell effects on the same surface or target. There are 15 cross-school combo recipes that produce unique chain reactions.
What is the best spell school in Far Far West?
Each school has a distinct role: Acid leaves transformable pools, Cactus spawns turrets, Elec chains lightning, Fire deals area damage, and Voodoo heals and curses. The best school depends on your weapon and joker loadout.
How do you unlock spells in Far Far West?
Spells are unlocked by reaching specific player levels. Each school's 5 spells unlock progressively as you level up through missions and contracts.






