Cinq écoles, vingt-cinq sorts. Chaque école a sa propre identité – Acide laisse des flaques que les autres sorts transforment, Cactus invoque des tourelles et des leurres, Élec enchaîne et téléporte, Feu projette des rayons et enflamme, et Vaudou soigne le groupe et maudit le reste. La vraie profondeur vient des combos : empiler deux effets sur la même surface pour en déclencher un troisième.
Far Far West vous permet de superposer deux effets de sort sur la même surface ou le même ennemi. Quand le second sort touche quelque chose déjà affecté par le premier, le jeu déclenche un combo – un effet séparé généralement plus puissant que chaque sort individuellement. La plupart des combos croisent les écoles, donc un équipement équilibré compte plus que cinq sorts de la même école.
Toute flaque d'acideBulle · Geyser · Pluie+FirebeamFire=Tornado
Fire Beam ignites any acid surface (Bubble, Geyser, Rain) and lifts it into a swirling damage zone.
Rain conducts the lightning - chained strikes hit everyone in the rain zone.
Toute flaque d'acideBulle · Geyser · Pluie+★Any VoodooPuce d'école=Healing Candles
Voodoo essence consecrates the pool into a friendly healing candle field.
Toute flaque d'acideBulle · Geyser · Pluie+Tout feu ou électriqueAllumeur / Chargeur=Chain Reaction
Acid surfaces transmit Fire or Elec damage across every connected pool.
★Any CactusPuce d'école+Tout feu ou électriqueAllumeur / Chargeur=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.
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.
Tout feu ou électriqueAllumeur / Chargeur+ThrowerAcid=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.
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.
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.
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.
Source: in-game footage and Bull's Guidebook. Combo recipes are added as patches confirm new interactions.
On video
Watch combos in action
Hand-picked combo run-throughs from the community.
Cross-school combo round-up - every combo in one walkthrough.
Every Spell Combo in Far Far West (Next Fest Demo)
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.
The Cactus spell line was introduced at the early access launch for Far Far West. This is a utility based spell line that lets you summon cactus minions. In this video, I will show you each spell combo the Mino, Pistolero, Wallo, Decoyo, and Bandito have to offer!
The latest update to Far Far West added a few new spell combos! The most important one is for Voodoo, finally giving this spell line its first spell combo!
This one is triggered by any spell in the voodoo category as long as you combine it with acid puddles.
That was not all thou…
Far Far West compte 25 sorts répartis en 5 écoles : Acide, Cactus, Élec, Feu et Vaudou. Chaque école a 5 sorts avec des temps de recharge et effets différents.
Comment fonctionnent les combos de sorts dans Far Far West ?
Superposez deux effets de sort sur la même surface ou ennemi. Quand le second sort touche une cible déjà affectée, un combo se déclenche – généralement un troisième effet plus puissant. La plupart des combos croisent les écoles.
Quelle est la meilleure école de sorts dans Far Far West ?
Chaque école excelle dans un rôle différent. Feu = dégâts en rafale, Acide = déni de zone, Cactus = invocations, Élec = mobilité, Vaudou = soutien. Mélanger les écoles pour les combos est généralement plus fort que d'en empiler une seule.