
Boomer
by Yann
Vista previa
De un vistazo
Spell Progression
XP per cast
54
First cast bonus
+200
(254 total)
Casts per level
19
≈ 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 | 56 |
| Level 12this spell | 11,000 | 204 |
| Level 20 | 19,000 | 352 |
| Level 35 | 34,000 | 630 |
Resumen
Quema todo en una zona – y si alguno ya estaba ardiendo, detona. Sobrecarga es el detonador de combo de la escuela Pyro: castealo despues de que Bola de Fuego, Fuego Fatuo o Rayo de Fuego hayan aplicado Quemadura y conviertes los stacks de DoT en burst instantaneo sobre todo el grupo.
EstrategiaSiempre combinar con un hechizo de setup de Quemadura. Bola de Fuego en Sobrecarga es el clasico, pero Fuego Fatuo esparciendo Quemadura por un grupo antes de castear Sobrecarga suele ser mas eficiente. Cuanta mas cobertura de Quemadura tengas cuando Sobrecarga aterriza, mas detonaciones simultaneas consigues.
Fortalezas
Debilidades
Comunidad
3 community builds below.
Crea el tuyo
by Yann

by Sampat959
one of my own hit and run builds

by Calmlas
Fast clearing DPS build good for solo or group. Use Contagion + Surcharge to clear large packs and Revolvers/Pistolero for everything else. Acid damage causes enemies to explode while ignited further extending the ignite as well as doing bonus damage. Use Acid on the Revolvers and apply it to Pistolero so you can both benefit from the bonus damage on ignited enemies.
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
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