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.
Any Acid PoolBubble · Geyser · Rain+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.
Any Acid PoolBubble · Geyser · Rain+★Any VoodooSchool chip=Healing Candles
Voodoo essence consecrates the pool into a friendly healing candle field.
Any Acid PoolBubble · Geyser · Rain+Any Fire or ElecIgniter / Charger=Chain Reaction
Acid surfaces transmit Fire or Elec damage across every connected pool.
★Any CactusSchool chip+Any Fire or ElecIgniter / Charger=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.
Any Fire or ElecIgniter / Charger+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.
Playbook
Community Guides
Hand-picked YouTube guides covering combos, levelling, and matchups for this spell.
Every Voodoo combo from the Next Fest demo - good baseline matchups.
Every New Spell Combo Added In Next Fest Demo - Far Far West
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…
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.
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…