
shot um in da head
by kenny feedington
Vorschau
Auf einen Blick
Spell Progression
XP per cast
18
First cast bonus
+200
(218 total)
Casts per level
56
≈ 1 000 XP/level
Casts needed to reach school unlock levels
| School level | Total XP needed | Casts (from 0) |
|---|---|---|
| Level 1 | 0 | 0 |
| Level 4this spell | 3,000 | 167 |
| Level 12 | 11,000 | 612 |
| Level 20 | 19,000 | 1,056 |
| Level 35 | 34,000 | 1,889 |
Übersicht
Ein Flucht-Spell mit einer Abklingzeit, die nicht ewig dauert. Hüpfball katapultiert dich geradewegs hoch und weg von dem, was dich gerade killen wollte. 15 Sekunden reichen, um ihn reaktiv statt geplant einzusetzen – der fehlerverzeihendste Elektrozauber.
StrategieFür Notfall-Repositioning aufheben statt geplanter Bewegung. Die Sprunghöhe reicht, um über Bodenbedrohungen und Nahkampfhaufen zu kommen. Im Koop funktioniert er auch offensiv – über eine Gegnergruppe springen und von oben draufhalten, während die unten noch sortieren, wo du bist.
Stärken
Schwächen
Community
6 community builds below.
Eigenen erstellen
by kenny feedington

by YahBoi Jerry
Shotgun blast em' till only bullet holes and the smell of burning iron remain. Don't forget to heal up and reposition with yur Sheriff Stars if the cards are falling out of yur favor. Zip around with Boing and keep yur health topped off with voodoo magics. This build snowballs and ramps up in power throughout the round, healing you for shooting into huge crowds of enemies. Make sure to always keep some extra ammo on hand, as you WILL run low constantly after a while. On the plus side, yur primary fire is now a delete button, capable of shredding through any enemy and making quick work of bosses. Now go out there and riddle the world with bullet holes.

by Fager

by Xero Lamont
Scout TF2, or at least close enough

by teepi the goblin

by teepi the goblin
Schulübergreifende Rezepte
In Far Far West kannst du zwei Zaubereffekte auf derselben Fläche oder demselben Gegner stapeln. Wenn der zweite Zauber auf etwas trifft, das bereits vom ersten betroffen ist, löst das Spiel ein Kombo aus – einen separaten Effekt, der meist stärker ist als jeder einzelne Zauber. Die meisten Kombos gehen schulübergreifend, daher ist eine ausgewogene Ausrüstung wichtiger als fünf Zauber derselben Schule.
Fire beam ignites the acid surface and lifts it into a swirling damage zone.
Wisp picks up the lightning charge - homing damage that arcs to nearby targets.
Each lightning bolt forks the geyser into a ring of secondary geysers.
Charged acid grows a bigger bubble field with extended duration.
Fireball detonates the geyser column for a heavy AoE burst.
Rain conducts the lightning - chained strikes hit everyone in the rain zone.
Voodoo essence consecrates the pool into a friendly healing candle field.
Acid surfaces transmit Fire or Elec damage across every connected pool.
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.
Source: in-game footage and Bull's Guidebook. Combo recipes are added as patches confirm new interactions.
Spielzüge
Ausgewählte YouTube-Guides zu Kombos, Leveln und Matchups für diesen Zauber.
Cross-school combo overview - quick reference for what stacks with what.
One of the unique features of Far Far West is the ability to combine spells together. In this video, I will go over all the spell combos that are currently in the game, including some side knowledge.
Two fastest spell-XP routes - useful no matter which school you're maining.
Leveling spells in Far Far West can feel very slow, but why is this and how do you level up faster? In this video, I break down how Spell XP works and what you can do you increase your XP gain rates so you can level up fast and unlock the lvl 35 spells, lvl 50 cooldown reduction…
Community
Ausführliche Strategie-Notizen aus der Community. Von Boss-Mustern bis Kombo-Notizen – angemeldete Spieler können eigene veröffentlichen.
Community
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