Dual Revolvers — Far Far West Weapon Guide

Complete guide to Dual Revolvers in Far Far West. Top-tier trash-clear secondary with reload-throw explosions, Swamp Trick puddles, and the acid corrosive combo.
Dual Revolvers are a dual-wielded secondary that trades single-shot punch for a wall of fast, cheap rounds. The reported figures — present these as reported, since they come from a single source — put base damage at 9, DPS at 60, the fire interval at a blistering 0.15 seconds, and the combined magazine at 12 rounds. That spray makes them one of the best trash-clear sidearms in the game, but it is the reload mechanic, not the raw fire rate, that defines how you actually play them. Like every non-starter secondary, the Dual Revolvers cost 6 Fragments to assemble plus 300 Gold at the Gunsmith in the Saloon. For a full sidearm comparison, see our best sidearms ranking.

Stats Overview
| Stat | Value (reported) | Rating |
|---|---|---|
| Damage | 9 per shot | Moderate |
| DPS | 60 | High among sidearms |
| Fire Rate | 0.15s | Extremely fast |
| Magazine | 12 rounds (combined) | Good sustain |
| Special | Reload-throw explosion | Elemental detonation on reload |
How the Explosion Actually Works
This is the part most guides get wrong, so be precise: the Dual Revolvers do not explode on every bullet impact. The explosion is a reload-throw. When you reload — or when the guns run dry — the remaining or thrown rounds detonate in your assigned element. That means reloading while ammo is still chambered intentionally "wastes" those rounds, because the ejected ammo is the explosion. The skill expression is timing your reload to dump a loaded cylinder into a pack of enemies as an elemental burst, not holding the trigger and expecting per-shot pops. Once you internalize that the reload is your detonator, the gun clicks.
Why Use Dual Revolvers
- One of the top trash-clear sidearms thanks to the 0.15s spray
- Reload-throw converts unspent ammo into an on-demand elemental burst
- Feeds spell setup-and-trigger combos quickly
- Excellent uptime for clearing dense, low-health waves
- Contested with the Revolver for the best-secondary slot — strong, not undisputed
For Joker synergies, see our best Joker builds guide.
Weaknesses
- Falls off against elites and single high-health targets — it is a clear tool, not a boss-melter
- Accuracy drops off at range; this is a close-to-mid weapon
- Less utility than mobility sidearms like the Sheriff Star
- Reload timing matters — a panicked reload can waste the burst on empty air
Best Element Pairing
The standard endgame answer is Acid. Acid sets up the corrosive layer, and your Pyro or Electric spells trigger the detonation on top of it — the classic setup-and-trigger pattern. With the Swamp Trick Joker (below), each reload-throw leaves an acid puddle on the ground, so you are not just bursting a pack, you are seeding a corrosive field that your Fire and Electric spells chain-detonate. That puddle-plus-trigger loop is the standard endgame corrosive pattern Dual Revolvers are built around. If your team has a Voodoo player, those acid puddles double as candle-spawn fuel for healing.
Best Joker Cards
The Dual Revolvers have exactly two unique Jokers; the rest are generic damage cards picked by rarity.
| Card | Type | Effect |
|---|---|---|
| Swamp Trick | Unique | Reload explosions leave elemental puddles on the ground |
| Eco Trick | Unique | Reload throws the guns and no longer wastes chambered ammo |
| Headbang | Mythic | +20% weak-spot damage |
| Lucky Strike | Prime | Generic damage Joker |
| Glass Cannon | Legendary | Generic damage Joker |
Swamp Trick and Eco Trick pull in opposite directions, and that is the build decision. Swamp Trick leans into the puddle game — you want those reload bursts hitting the ground to seed acid fields. Eco Trick instead removes the "wasted ammo" downside by throwing the guns on reload without spending chambered rounds, smoothing your sustained output. Pick Swamp Trick for the corrosive field build, Eco Trick when you want cleaner uptime.
Recommended Pairings
| Primary | Why It Works |
|---|---|
| Long Ranger | Fast close-range answer when the sniper gets swarmed |
| Leveredge | Trash clear and sustain between deliberate lever shots |
| Shotgun | Covers the mid-range the Shotgun's spread can't hold |
| Quad Cylinder | Flexible damage that scales with element procs |
Solo vs Co-op
Solo, run Acid on the guns and imbue your spell tree toward Fire or Electric so you set up and trigger your own detonations — the Dual Revolvers handle the swarms while your primary picks off anything that survives. In co-op, they shine as the designated add-clear: let a teammate focus the elite while you blanket the trash, and use Swamp Trick puddles to feed the squad's elemental triggers. Just don't expect them to carry an elite-heavy room alone — hand that job to a higher single-target weapon.
Upgrade Priority
- Fire rate — more rounds chambered means a bigger reload-throw burst
- Damage — every explosion scales off the per-shot value
- Magazine size — longer spray windows between detonations
For where they land overall, see the weapon tier list.



