Quad Cylinder — Far Far West Weapon Guide

Complete guide to the Quad Cylinder, the free starter primary in Far Far West. Aiming Burst and Homing Burst unique Jokers, Electric synergy, and all-rounder loadouts.
The Quad Cylinder is the starter primary in Far Far West and the safest first weapon to level. You have it from the moment you start — no Gold cost and no Fragment hunt — which makes it the natural weapon to learn the game on. It is a fully-automatic rifle with a rifle-shotgun hybrid feel: high burst at medium range, flexible enough to handle trash, elites, and boss windows without forcing you into a single playstyle. The trade-off is that it is ammo-hungry, so it leans on ammo and reload upgrades to keep its uptime high.

How It Unlocks
Nothing to unlock here. Every other primary in the game costs 500 Gold plus 6 Fragments assembled at the Gunsmith in the Saloon, and you can only Fragment-track one weapon per mission. The Quad Cylinder skips all of that, which is exactly why it is the recommended weapon to pour your early upgrade materials into — you will never lose access to it, and the levels you put in carry through the whole early-to-mid game.
Stats Overview
| Stat | Value | Rating |
|---|---|---|
| Damage | High burst | Tier S/A all-rounder |
| Fire Rate | Fast (full-auto) | Above average |
| Range | Medium | Versatile |
| Ammo Economy | Hungry | Wants ammo upgrades |
| Accuracy (ADS) | Perfect with Aiming Burst | Precision-tier with Joker |
Why Use the Quad Cylinder
- Free from the start — no Gold or Fragment investment needed
- Fully-automatic with strong medium-range burst
- The most forgiving primary while you learn boss patterns and spell timing
- Turns into a genuine precision rifle the moment Aiming Burst comes online
- Flexible enough that one loadout covers trash, elites, and bosses
Weaknesses
- Ammo-hungry — neglect ammo upgrades and you run dry mid-fight
- Does not specialize, so dedicated picks out-scale it at endgame
- Needs its unique Jokers to compete with weapons built around one job
The Two Unique Jokers
The Quad Cylinder has exactly two Unique Jokers, and they pull it in two directions.
- Aiming Burst grants perfect accuracy while aiming, effectively turning the gun into a precision rifle. This is the build that lets the Quad Cylinder reach out and reliably hit weak spots at range instead of spraying.
- Homing Burst fires 5 homing projectiles every 20 bullets. It rewards sustained fire and is the better pick when you are clearing waves or fighting mobile targets that are hard to track manually.
Note: older guides listed Rush Blast as a Quad Cylinder Unique. That is incorrect — Rush Blast belongs to the Shotgun. The Quad Cylinder's second Unique is Homing Burst.
Best Joker Cards
For Joker synergies and how to spend your slot budget across weapons, see our best Joker builds guide. Remember Unique cards sit outside the rarity-cost system, while generic Jokers cost points by rarity.
| Card | Type | Effect |
|---|---|---|
| Aiming Burst | Unique | Perfect accuracy while aiming — becomes a precision rifle |
| Homing Burst | Unique | Every 20 bullets, fires 5 homing projectiles |
| Headbang | Mythic | +20% weak-spot damage |
| Lucky Strike | Prime | Chance to deal double damage |
| Glass Cannon | Legendary | +40% damage, −25% HP |
Run Aiming Burst with Headbang when you want to play it as a marksman; Homing Burst pairs more naturally with Lucky Strike for raw wave-clearing throughput. Glass Cannon is the aggressive top-end damage option if you trust your positioning.
Element Synergy
Far Far West combat is setup-and-trigger: Acid sets enemies up, Fire and Electric trigger the detonations, Voodoo cast near an elemental puddle spawns healing candles, and an Electric Portal duplicates any spell thrown through it. Electric is the recommended element for general solo play on the Quad Cylinder because its high fire rate lets you reliably trigger Electric detonations and keep Thunderstrike chains rolling through packs. The fast trigger pull also feeds Portal duplication well.
Recommended Loadouts
| Playstyle | Sidearm | Element | Spells |
|---|---|---|---|
| Solo all-purpose | Revolver | Electric | Strikes + Thunderstrike + Swap |
| Speed run | Revolver | Electric | Portal + Swap + Thunderstrike |
| Spell combo | Bow | Acid | Geyser + Fireball + Portal |
For sidearm options that cover your close range while you play the Quad at distance, see best sidearms.
Upgrade Priority
- Damage — increases kill speed at every range
- Ammo / Magazine — the single biggest fix for its ammo hunger
- Reload Speed — keeps uptime high in long fights
Role in the Team
In co-op the Quad Cylinder is the dependable generalist — it can cover whatever job your squad is missing on a given run. Solo, it is the weapon you fall back to on unfamiliar maps or new content because it never leaves you helpless at any range. As you build out a wider arsenal you will likely move to a specialist for a given mission, but the Quad Cylinder stays a strong fallback the entire game.
For a full comparison of all primaries, see the weapon tier list.



