Far Far West Quad Cylinder Post-Patch Build — Why It's Better Than Shotgun Now

Updated Quad Cylinder Homing Burst build for Far Far West after the enemy buff patch. Life Pact sustain, Battle Mage for big spells (Rain + Wisp), and why the Quad now beats Shotgun in the current meta.
I never thought I'd be saying this, but I actually like the Quad Cylinder more than the Shotgun now. The shotgun kind of fell off — it got a double whammy over the past two patches. First the Overblast nerf (understandable), then an indirect nerf because enemies got buffed. Those cowboys with the hats and pistols? They do 20 damage now with fast, hard-to-dodge bullets. Shotgun users take a survivability hit, and health sustain has become way more important.

So here's my updated Quad Cylinder build — a modification of my previous Homing Burst setup, adapted for the new meta where health sustain is king and spells with longer cooldowns need Battle Mage to feel comfortable.
Why Quad Cylinder Over Shotgun Now

| Before Patch | After Patch |
|---|---|
| Cowboys (Slingers) had arcing shots, easy to sidestep | Cowboys shoot straight, 20 damage, fast bullets |
| Shotgun could face-tank with Overblast burst | Overblast nerfed, takes more damage now |
| Health sustain was optional | Health sustain is mandatory |
| No-hit runs were theoretically possible | Near-impossible to avoid all damage now |
The Quad Cylinder's fire-and-reload Homing Burst playstyle gives you ammo efficiency and lets you hang back and heal between shots. That's exactly what the current meta demands.
Character Jokers — The New Priority

| Joker | Slots | Why |
|---|---|---|
| Extra Jump | 4 | Most important joker in the game — always have it |
| Life Pact | 4 (+4 for downside mitigation) | HP on kill, but -30% max HP — need Second Wind or Joker Dealer |
| Joker Dealer | (mitigates Life Pact) | Safety net for the 30% HP reduction |
| Battle Mage | 4 | Required for longer-cooldown spells (Rain, Wisp) |
The key trade-off: I dropped Disgrace (movement speed) to fit Battle Mage. That means no more speed on the gun, but I need Battle Mage to run Rain + Wisp comfortably.
Life Pact is realistically an 8-slot joker because of its massive downside. You almost always want Joker Dealer or Second Wind alongside it.
The Quad Cylinder Build

Core Jokers
| Joker | Slots | Why |
|---|---|---|
| Homing Burst | — | First + last shot fires 5 homing bullets. Fire-reload = 6 bullets per shot |
| Destroyer | — | Constant 50% damage — since you're mostly shooting first shot and reloading |
| Explosive (Acid + Pyro) | 2 each | 5% chance per bullet × 6 bullets = ~60% chance per shot for elemental explosion |
Flex Slot (2 slots remaining)
Good options:
- Rampage — movement speed on kill (my pick — compensates for dropping Disgrace)
- Bellshot — solid damage option
- Cactus Day — explosion synergy
Two Fire Modes

Think of the Quad Cylinder as having two fire modes:
| Mode | When | Playstyle |
|---|---|---|
| Mag dump | Close range, need burst DPS | Hold trigger, full auto |
| Homing burst | Need to heal, ammo efficiency, ranged picks | Fire one shot → reload → repeat |
In Homing Burst mode, each shot fires 6 bullets (1 main + 5 homing), the elementals proc on all of them, Life Pact heals you from ricochet kills, and you barely spend ammo. It's the perfect "hang back and sustain" mode.
Secondary — Dual Revolvers

The Dual Revolvers do the most single-target damage of all secondaries, and life steal works better on them because it's based on damage done.
| Joker | Why |
|---|---|
| Swamp Trick | Electric puddles on reload — makes Wisp do electric AoE |
| Ammo Supply | Almost always have this on secondary |
| Cactus Day | Extra explosion synergy |
| Ricochet | More hits = more Life Pact healing |
| Gold Tooth | Wandering trader income |
The electric element on the revolvers is intentional — shooting the Wisp spell with electric makes it do really good AoE horde clears.
Spells — Big Cooldowns With Battle Mage

| Spell | Why |
|---|---|
| Rain | Best AoE clear spell in the game — slows enemies to a crawl |
| Wisp | High uptime AoE damage — shoot it with electric for chain clears |
| Swap | Fun mobility/escape spell — fixed so snakes don't auto-grab you anymore |
These are longer-cooldown spells that need Battle Mage to cycle. Without Battle Mage, Rain and Wisp feel too slow to recharge. With it, every kill shaves time off and you can keep them rotating.
Dealing With the New Enemies

The new cowboys (Slingers) with their straight-shot rework:
- They lead their shots, so you can juke them by changing direction
- Or dodge at the right time
- But you WILL take hits — that's why Life Pact is mandatory
The new elite Prowlers with no-cooldown teleport:
- "Pretty damn cheap" — very tanky, should drop a Joker for how difficult they are
- Ricochets can't target snakes, annoyingly

Kamikazes are terrifying now — "the way they leap like raptors." Dwarf Joker actually helps here because you're smaller and harder to hit.
Why This Works Better Than Shotgun Right Now

The Quad Cylinder's Homing Burst gives you something the Shotgun can't: safe, ranged, ammo-efficient damage while healing. In the current meta where you can't avoid damage:
- Fire one shot from safety → 5 homing bullets seek out enemies
- Those kills proc Life Pact → you heal
- Elemental explosions trigger on the homing bullets → extra AoE
- Minimal ammo spent → gun is super ammo efficient in burst mode
- When you need burst → mag dump like a normal full-auto weapon
The Shotgun forces you into close range where the new Slingers punish you. The Quad lets you play at any range.
Quick Reference
| Component | Pick |
|---|---|
| Weapon | Quad Cylinder |
| Weapon Jokers | Homing Burst, Destroyer, Explosive Acid, Explosive Pyro, Rampage |
| Character | Extra Jump, Life Pact, Joker Dealer, Battle Mage |
| Secondary | Dual Revolvers (Swamp Trick, Ammo Supply, Ricochet, Cactus Day) |
| Spells | Rain, Wisp, Swap |
| Playstyle | Fire-reload for sustain, mag dump for burst, big spells with Battle Mage cycling |
This is a modification of my previous Homing Burst build, adapted for the post-patch meta where health sustain is king. The previous version with Strikes + Geyser is still totally fine — this is just the longer-cooldown version with bigger spells. For the full nightmare solo run, check the original video.



