

Leadslinger
by KYBDPilot
Minigun + Sheriff Star + Ammo Pack · Portal, Ritual, Doll · Anvil
Last updated:
Preview
At a glance
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 |
Overview
Two portals, five second cooldown. Portal is the strangest Electric spell and possibly the most versatile. Spell projectiles that pass through a portal get duplicated, which means positioning your portals correctly turns one well-aimed cast into two. Players can also use them to teleport.
StrategyPlace one portal near a Fireball or Strikes trajectory to duplicate the projectile mid-flight. The five-second cooldown means you can maintain near-constant portal availability once you have the rhythm. In co-op, shared portals let teammates double their spell output through the same placement.
Strengths
Weaknesses
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by Tomatosauce12
Undying Rogue
Cross-school recipes
Far Far West lets you stack two spell effects on the same surface or enemy. When the second cast lands on something already affected by the first, the game triggers a combo - a separate effect that's usually stronger than either spell alone. Most combos cross schools, so a balanced loadout matters more than stacking five spells from the same school.
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.
Playbook
Hand-picked YouTube guides covering combos, levelling, and matchups for this spell.
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
Long-form strategy notes from the community. Anything from boss patterns to combo lab notes - signed-in players can publish their own.
Community
Share strategy, drop a tip, or compare notes with other players. Posts are moderated. Be civil - the wiki belongs to all of us.