Far Far West Spell Tier List — All 25 Spells Ranked from S to D Tier

The Posse
The Posse
Published On
Jun 4, 2026

Complete tier list ranking all 25 spells in Far Far West from S to D tier. Detailed breakdowns of Pyro, Electric, Acid, Voodoo, and Cactus schools, with synergy tips and meta picks for nightmare difficulty.

Far Far West has 25 different spells, and after well over 100 hours mostly spent soloing nightmare difficulty with every build I could throw together, I've gone ahead and tried them all out. Time to rank every single one from S tier to D tier.

But remember — Far Far West is a build-heavy, joker-dependent game. A C-tier spell with the right Joker setup can sometimes outperform an A-tier pick depending on the situation. This list reflects my opinion based on solo nightmare play. Let's get into it.

The Complete Spell Tier List

Tier Spells
S Wisp, Thunder Strike, Rain, Rescue (multiplayer)
A Strikes, Portal, Acid Thrower, Geyser, Corruption, Wallow, Bandido
B Search Charge, Fire Beam, Contagion, Mino, Pistol
C Fireball, Swap, Bubble, Doll, Decoy
D Finger Guns, Boing, Drain, Ritual (solo), Rescue (solo)

Pyro Spells

Fireball (Lvl 1) — C Tier

The fireball launches and explodes on impact, leaving the ground burning. Compared to the other level 1 offensive spells (Strikes and Acid Thrower), it's simply outclassed.

  • AoE is tiny
  • Single-target damage is mediocre — about 65 per fireball
  • Decent utility for blowing up mining ores

Verdict: outclassed by Strikes and Thrower. C tier.

Fire Beam (Lvl 4) — B Tier

Unleashes a giant scorching beam. Very high damage and DPS, but the AoE is narrow. Good for choke points and boss DPS (especially on stationary bosses like necromancers), but surprisingly poor against general ad clear.

Has solid synergies with other spells. B tier.

Search Charge (Lvl 12) — B Tier

Burns enemies in a wide zone, detonating those already ablaze. The detonation only does about 40 damage, which doesn't really push it above its base AoE clear. Pairs well with Swap. I rate it above Fire Beam for AoE clears.

Wisp (Lvl 20) — S Tier

High damage, crazy DPS, really good AoE, lasts a whopping 25 seconds, and the cooldown starts when you turn it on, not when it ends.

With Battle Mage equipped, every kill the Wisp gets reduces its own cooldown. Against big hordes you can essentially keep it active permanently. Pair with electric elemental on your secondary for absurd horde clear, or use it as boss DPS.

One of the best spells in the game. S tier — meta.

Finger Guns (Lvl 35) — D Tier

I was so excited to unlock these. They were a massive disappointment.

  • You have to put away your weapon
  • Active spell, you can't fire-and-forget
  • DPS is lower than your main weapon — you're literally hindering yourself
  • Tiny AoE, long cooldown

Pure D tier. Stay away.


Electric Spells (My Favorite School)

Strikes (Lvl 1) — A Tier

Fantastic low-cost spell. Incredible AoE clearing, almost one-shots ghost houses. 20-second cooldown means you cast it nonstop. Pairs perfectly with sniper builds — like the Lever Edge with Strikes is just disgusting.

Honestly almost S tier. Solid A tier.

Boing (Lvl 4) — D Tier

Instantly jump to escape enemies. Fun? Absolutely. Useful? Not really.

  • Dash does basically everything Boing does
  • You can build jump height upgrades for the same effect
  • Damage is minimal

I get why people enjoy it, but it's a wasted slot. D tier, though still better than Finger Guns.

Portal (Lvl 12) — A Tier

Spawn up to two portals that teleport players AND duplicate spell projectiles.

The combo plays here are wild — drop one portal at spawn, take the other to your objective. When you get in trouble, teleport, heal, reset cooldowns, then portal back. Plus the projectile duplication makes Bandido and Pistol arrow setups absolutely insane.

Requires proactive thinking. A tier.

Swap (Lvl 20) — C Tier

Swap positions with an enemy, exploding at both locations. Limited utility for evasion (you can only swap into hordes). Good for setup plays — swap in, drop a Search Charge, swap out — but mostly you're better off with other picks.

C tier. Slightly worse than Fireball.

Thunder Strike (Lvl 35) — S Tier (My Favorite)

This is my favorite spell in the entire game. Rise up, dive down, blast the area with thunder.

"It's like a 500 kilo bomb from Helldivers 2 — you just throw it and forget about it."

Wipes entire hordes in one button press. Even survivors take continuous AoE damage from the lightning puddles left behind. 100-second cooldown is honestly low for what this thing does. With Battle Mage, every kill knocks 2 seconds off the cooldown.

I have Thunder Strike hard locked in every build. It's how I clear nightmare so consistently. Pure meta. S tier.


Acid Spells

Acid Thrower (Lvl 1) — A Tier

Spits jets of acid that leave corrosive puddles. Greatest AoE potential of any level 1 offensive spell — better than Strikes, way better than Fireball.

The trade: 30-second cooldown vs 20-second on Strikes/Fireball. Still extremely strong. Synergizes brutally with electric elemental shots — soak the area, hit it with electric, watch entire hordes melt. A tier, almost S.

Geyser (Lvl 4) — A Tier

Summons an acid geyser. Fantastic AoE damage, leaves acid pools that wipe out everything that walks through. 45-second cooldown.

Considered a superior Fire Beam. A tier, I'm pushing it close to S.

Bubble (Lvl 12) — C Tier

Big acid bubble that bursts on impact, leaving acid puddles. I used to love it, but the more I played the more I realized:

  • One-shots ghost houses (great)
  • Mid AoE damage otherwise
  • Built for synergies — weak on its own

C tier. Behind Boing and Fireball — I think the cooldown should be better.

Contagion (Lvl 20) — B Tier

Corrodes enemies in a wide zone, applies "contagious" so they explode on death. Equivalent to Search Charge but doesn't require a setup spell — works on its own.

Explosions are underwhelming, but the spell itself is decent. 80-second cooldown, casts in a circle around you so you need to be in the middle of the horde. Slightly better than Search Charge. B tier.

Rain (Lvl 35) — S Tier

You call down a rain of acid that corrodes enemies in a wide area.

This is my orbital strike spell. Synergizes extremely well with Strikes. The cooldown starts the moment you trigger it (not when it lands), so by the time the rain finishes, you're already most of the way to your next cast.

Used Rain online and won countless games on the back of it. Absolutely S tier.


Voodoo Spells

Drain (Lvl 1) — D Tier

Command your doll to drain an enemy's health. Drain just doesn't deliver the damage you'd expect from a level 1 offensive spell. Stay away.

Slightly better than Finger Guns. D tier.

Rescue (Lvl 4) — F Tier Solo / SSS Tier Multiplayer

The dichotomy spell. Channel your doll to revive a downed ally.

  • Solo: F tier. Worthless, you can't revive yourself
  • Multiplayer: absolutely SSS tier. Almost impossible to lose with a Rescue runner

If you're playing multiplayer, this is the easiest and most consistent W in the game. Just bring it. Run Rescue. S tier in multiplayer, garbage in solo.

Corruption (Lvl 12) — A Tier

Channel a doll to corrupt enemies, making them fight for you. One of the most underrated spells in the game.

Transforms a huge chunk of the enemy army into invincible bandidos that fight for you. 35-second cooldown with the cooldown starting on cast. After their time runs out, the corrupted enemies take 100 damage (one-shotting most of them).

The only thing keeping it from S tier is you can't aim it precisely — sometimes it'll lock onto 2-3 enemies instead of the 20-enemy horde you wanted. A tier, would be S if you could aim it.

Ritual (Lvl 20) — D Tier (Solo)

Summon a ring of candles that heal allies in its light. Healing simply doesn't out-heal damage on higher difficulties.

In solo, just drink a bottle. D tier solo, more useful in multiplayer with comms.

Doll (Lvl 35) — C Tier

Summons a doll that grants invincibility — when you'd take fatal damage, you go to 1 HP instead.

I was torn between B and C. The cooldown is what knocks it down. C tier. Decent for high-skill plays but offers limited value in most setups.


Cactus Spells

Mino (Lvl 1) — B Tier

Summon a cactus mine that explodes when stepped on. The trick: don't treat it like a mine — treat it like a grenade.

  • Cooldown is extremely short
  • Throw onto an incoming horde like a fused grenade
  • After the burst, it stays as a mine (up to 4 simultaneously)

It's basically the only grenade in the game. B tier, much better than I used to think.

Pistol (Lvl 4) — B Tier

Cactus turret that fires continuously. Good for ad clear on weak enemies, but only deals 8 damage per shot — chips away forever on tankier enemies.

Stationary, so best on objectives and boss fights. B tier, decent but damage is too low.

Wallow (Lvl 12) — A Tier (Underrated)

Summons cactus spikes that damage and slow enemies on contact. Seriously goated for choke point chaff clear.

  • Extremely low cooldown
  • Cast two Wallows faster than one Decoy
  • Wipes out 80%+ of incoming hordes
  • Massive damage on dense groups

If you're running cactus spells, run this. A tier — most underrated spell in the game.

Decoy (Lvl 20) — C Tier (Almost D)

Summon a dancing cactus that lures enemies. Cool concept, but Wallow does the job better and faster. The Decoy attracts enemies you could just kill with a Wallow.

The worst of the C tiers. C minus if I'm being honest.

Bandido (Lvl 35) — A Tier

Summon a powerful cactus golem that fights for you. He follows you around — you don't need to be stationary.

  • Decent damage at melee and range
  • Cleans up ads on objectives and bosses
  • Pair with Portal to double your Bandidos (cast through portal, get two)
  • Battle Mage shrinks the cooldown via the kills he gets

Long cooldown is the only downside. Cast and forget — passive damage that consistently delivers. A tier.


Final Tier List Recap

Tier Spell School
S Wisp Pyro
S Thunder Strike Electric
S Rain Acid
S* Rescue (multiplayer) Voodoo
A Strikes Electric
A Portal Electric
A Acid Thrower Acid
A Geyser Acid
A Corruption Voodoo
A Wallow Cactus
A Bandido Cactus
B Fire Beam Pyro
B Search Charge Pyro
B Contagion Acid
B Mino Cactus
B Pistol Cactus
C Fireball Pyro
C Swap Electric
C Bubble Acid
C Doll Voodoo
C Decoy Cactus
D Finger Guns Pyro
D Boing Electric
D Drain Voodoo
D Ritual (solo) Voodoo
F Rescue (solo) Voodoo

My Personal Meta Picks

If you're building from scratch and want to clear nightmare comfortably, my hard-locked picks are:

  1. Thunder Strike — press button, horde dies
  2. Wisp — permanent uptime with Battle Mage
  3. Rain — orbital strike that wins games
  4. Acid Thrower or Strikes — early-game level 1 with one of these is plenty

Pair any of these with cooldown reduction Jokers (especially Battle Mage) and you're set.


Let me know in the comments — which spell do you think is vastly underrated by me, or maybe overrated? I'd genuinely love to hear it. For the full breakdown with live demonstrations of every spell, watch the original video.

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