Far Far West Minigun Max Fire Rate Build — 1,000+ RPM Nightmare Shredder

The Posse
The Posse
Published On
Jun 10, 2026

Minigun max fire rate build for Far Far West. Ricochet + double Ammo Supply + life steal setup that fires 1,000+ rounds per minute and trivializes nightmare difficulty. Full Joker and upgrade guide.

All right, today we're doing another Minigun build. I've been experimenting with every build possible, and this one is essentially max fire rate — without using Machine Gun joker. The fire rate on this thing is absolutely insane. I'm estimating somewhere around 1,000–1,300 rounds per minute. You just hold the trigger and everything in front of you ceases to exist.

The ammo economy is absolutely terrible. Let me be upfront about that. But that's why we build around it. If you don't usually need to rely on your spells — and with this build, you don't — then the minigun is doing all the work.


The Build — Minigun Jokers

With Full Prestige Slots

Joker Slot Pick Why
1 Swamp Trick Elemental puddles on revolvers reload — explosive synergy
2 Ricochet 30% chance to redirect missed shots to enemies
3 Ammo Supply Compensates for terrible ammo economy
4 Ammo Supply Double stacking — you need it

Without Full Prestige Slots

If you don't have max slots, drop one Ammo Supply and run one of these instead:

  • Explosive Rounds — solid raw damage boost
  • Reload Mastery — good option for faster cycling

Minigun Upgrade Slots

Upgrade Priority Notes
Life Steal Max it Incredibly important — keeps you alive
Accuracy Max it Essential for max fire rate to actually hit things
Fire Rate Max it The entire point of the build
Damage Whatever's left Not the priority here

Life steal and accuracy are the two most important stats. Without max accuracy, your bullets scatter too much at this fire rate to be useful.


Secondary — Dual Revolvers (Sheriff Stars Also Work)

The secondary setup is interesting. I run the Dual Revolvers with:

  • Swamp Trick — creates elemental puddles on reload explosions
  • Ricochet — when paired with another ricochet from in-game pickups, creates that nice explosive duality

You could also run the Bow as secondary with:

  • Running Gun or Cactus Day — the two jokers together create a really nice explosive combo

The philosophy: your primary (minigun) is the horde clear. Your secondary compensates for the minigun's ammo problem — use revolvers when you need ammo back, then swap back to the minigun.

"One could argue — why would you have a build where the primary compensates for hordes while your secondary compensates for your minigun?" Yeah, well, it's not counterintuitive. It's self-explanatory.


Character Setup

Joker Notes
Glass Cannon Max damage — we don't need defense
Double Jump Mobility
Disgrace Movement speed bonus

Take off spell cooldown reduction and put everything into ammo bag. You need the reserves.

If You Struggle

Take off either Glass Cannon or Double Jump and run Life Back. Pair it with Joker Dealer. Do NOT run Hit Me — don't be stupid.

With the revolvers + Life Back, you will literally never die. And if you do, you just need to practice the game more.


Spells (You Won't Need Them)

Running: Portal + Surcharge + Contagion

But here's the thing — you're never going to need them. The whole point of these builds is that the weapons do all the work. I literally went an entire run without casting a single spell, then popped them all at the end just to prove I didn't need them.


Why Ricochet Is Busted on the Minigun

Sure, it's "only" a 30% chance. But you're shooting a thousand rounds per minute. Every ricochet that procs will always hit a weak spot — that's how ricochet works. It hits outside of your shooting circle and always targets a weak spot.

So at this fire rate:

  • You're shredding everything in front of you
  • 30% of your rounds are redirecting to hit headshots on nearby enemies
  • Liches with their big health pools get melted because everything around them dies from ricochets while you're focusing the lich

You could also pair this fire rate with Elemental Spin — not that you'd really need to, because you're already doing so much DPS. But it's an option.


How It Plays — Nightmare

People on Twitter and Reddit talk about having a hard time with nightmare difficulty. With this build? It's very easy. Not difficult at all.

The playstyle:

  1. Hold trigger → everything melts
  2. Swap to revolvers when ammo gets low → throw them for ammo refund
  3. Swap back to minigun → continue obliterating
  4. Portal for positioning if needed (you probably won't)

Tips

  • Play one map consistently and memorize where ammo drops are
  • The ammo supply jokers (×2) keep you topped off most of the time
  • Max accuracy means every bullet at range actually connects
  • If you pick up a second Ricochet in-game, the combo gets stupidly insane


Alternative Setups

You can swap things around depending on playstyle:

Swap For Why
Destroyer + Head Bang → Double Ricochet Insane chain damage
Ricochet → Elemental Spin Every bullet has a chance to proc an element
Ammo Supply → Speedster If ammo isn't a problem for you
Revolvers → Bow Different secondary flavor

There are so many different ways to run this. The core stays the same: max fire rate, life steal, accuracy, double ammo supply, ricochet.


Quick Reference

Component Pick
Weapon Minigun
Joker 1 Swamp Trick
Joker 2 Ricochet
Joker 3 Ammo Supply
Joker 4 Ammo Supply
Upgrades Life Steal → Accuracy → Fire Rate → Damage
Secondary Dual Revolvers (Swamp Trick + Ricochet)
Character Glass Cannon, Double Jump, Disgrace
Spells Portal, Surcharge, Contagion (barely needed)
Ammo bag Max it out

If you go into a lower diff with this build, you're going to annihilate everything. For the full nightmare run with live commentary, check out the original video.

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