

Ratata Minigun V8
by Cat Onion
Can't Stop, Won't Stop, Don't Stop
Last updated:
Podgląd
W skrócie
Spell Progression
XP per cast
120
First cast bonus
+200
(320 total)
Casts per level
9
≈ 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 | 25 |
| Level 12 | 11,000 | 92 |
| Level 20 | 19,000 | 159 |
| Level 35this spell | 34,000 | 284 |
Przegląd
W gore, w dol, grzmot wszedzie. Grom to wielki final szkoly Elektrycznej – ruch dwufazowy, gdzie wznoszisz sie w bezpiecznie i potem rozbijasz sie z powrotem blastem obszarowym i ciaglym piorunem pokrywajacym strefe ladowania. Dlugi cooldown, pelne zaangazowanie, wysokie mozliwosci.
StrategiaFaza wznoszenia to darmowa ucieczka, ktora repozycjonuje cie nad walka. Uzyj tego okna na rozpoznanie terenu, przeczekaj natychmiastowe zagrozenie, potem zanurk w najgestsze skupisko po maksymalne pokrycie blastu. Nastepujacy grzmot dalej ticka po zanurzeniu – nie uciekaj od razu ze strefy ladowania.
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Społeczność
6 community builds below.
Stwórz własnyReceptury międzyszkolne
Far Far West pozwala nakładać dwa efekty zaklęć na tej samej powierzchni lub wrogach. Gdy drugie rzucenie trafia w coś już objęte pierwszym efektem, gra uruchamia combo – osobny efekt, który jest zwykle silniejszy niż każde zaklęcie z osobna. Większość combo łączy szkoły, więc zrównoważony zestaw jest ważniejszy niż pięć zaklęć z tej samej szkoły.
Fire Beam ignites any acid surface (Bubble, Geyser, Rain) 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.
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.
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.
Strategie
Wybrane poradniki YouTube o combo, levelingu i matchupach dla tego zaklęcia.
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…
Społeczność
Szczegółowe notatki strategiczne od społeczności. Od wzorców bossów po notatki z combo – zalogowani gracze mogą publikować własne.
Community
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