

BlitzKrieg
by Theodore Vaught
A build that specializes in ripping through the hoards of cryptics up close and personal with a level of speed associated only with German Blitzkrieg
Last updated:
Preview
At a glance
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 20this spell | 19,000 | 159 |
| Level 35 | 34,000 | 284 |
Community
6 community builds below.
Build your ownCross-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.
Every Voodoo combo from the Next Fest demo - good baseline matchups.
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…
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.