
Scout
by Xero Lamont
Scout TF2, or at least close enough
Vista previa
De un vistazo
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 4 | 3,000 | 167 |
| Level 12this spell | 11,000 | 612 |
| Level 20 | 19,000 | 1,056 |
| Level 35 | 34,000 | 1,889 |
Resumen
Dos portales, cinco segundos de cooldown. Portal es el hechizo Electrico mas raro y posiblemente el mas versatil. Los proyectiles de hechizo que pasan a traves de un portal se duplican, lo que significa que posicionar tus portales bien convierte un cast certero en dos. Los jugadores tambien pueden usarlos para teleportarse.
EstrategiaColoca un portal cerca de la trayectoria de una Bola de Fuego o Strikes para duplicar el proyectil en pleno vuelo. El cooldown de cinco segundos significa que puedes mantener disponibilidad de portal casi constante una vez que tienes el ritmo. En coop, los portales compartidos dejan que tus companeros dupliquen su output de spells a traves de la misma colocacion.
Fortalezas
Debilidades
Comunidad
6 community builds below.
Crea el tuyo
by Xero Lamont
Scout TF2, or at least close enough

by teepi the goblin

by HarryLulu

by Rafly Adha
this build is gonna be full speed style with intention to be not get damage * i still not unlock everything yet, i still in mid game i think, so stay tune, sorry for my english too, i still work on that to

by tokki

by jackaando
Recetas entre escuelas
Far Far West te permite apilar dos efectos de hechizo en la misma superficie o enemigo. Cuando el segundo lanzamiento impacta algo ya afectado por el primero, el juego activa un combo – un efecto separado que suele ser más fuerte que cualquier hechizo individual. La mayoría de combos cruzan escuelas, así que un equipamiento equilibrado importa más que acumular cinco hechizos de la misma escuela.
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.
Estrategias
Guías de YouTube seleccionadas sobre combos, nivelación y matchups de este hechizo.
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…
Comunidad
Notas de estrategia detalladas de la comunidad. Desde patrones de jefes hasta notas de combos – los jugadores registrados pueden publicar las suyas.
Community
Share strategy, drop a tip, or compare notes with other players. Posts are moderated. Be civil - the wiki belongs to all of us.