Revolver (Starter) — Far Far West Weapon Guide

Dusty McGraw
Dusty McGraw
Published On
May 19, 2026

Guide to the starter Revolver in Far Far West. Base stats, the three elemental imbues, Fanning Ace and Mark Ace Jokers, and why it stays a best-in-slot secondary.

The Revolver is the sidearm every player starts with in Far Far West, and it is the only secondary that needs no unlocking — no six Fragments, no 300 Gold trip to the Gunsmith. That makes it easy to write off as a trainer weapon, but the editorial consensus is the opposite: once you invest in it, the Revolver is one of the most reliable best-in-slot secondaries in the game. It posts the highest single-shot damage of any sidearm at 13, fires every 0.30 seconds for a base DPS of 43.3, and carries the classic six-shooter magazine of 6 rounds. The raw DPS line looks modest next to faster sidearms, but that number leaves out the two things that actually define this gun: its three selectable elemental imbues and the Fanning Ace Joker.

Revolver

Stats Overview

StatValueRating
Damage13 per shotHighest single-shot among sidearms
DPS43.3Base figure, before Fanning Ace
Fire Rate0.30sModerate
Magazine6 roundsStandard six-shooter
ImbuePyro / Acid / ElectricSelectable, ticks independent of base damage

Why the Revolver Stays Relevant

The Revolver is a genuine endgame contender, not just a starter you abandon. Its damage scales with weak-point damage, draw speed, and lifesteal, so it slots cleanly into the same investment paths your primary already wants. The standout is its imbue system: you can lock the Revolver into Pyro, Acid, or Electric, and that imbue applies elemental ticks that are calculated independently of the gun's base shot. In a setup-and-trigger build, that independent tick is what turns six bullets into six little detonator switches.

  • No unlock cost — you have it from your first mission
  • Highest per-shot damage in the secondary slot
  • Three-way imbue (Pyro / Acid / Electric) you match to your spell tree
  • Scales with weak-point damage, draw speed, and lifesteal
  • Fanning Ace turns it into one of the strongest burst tools in the game

Element Choice — Match Your Spell Tree

Because the imbue is selectable, the Revolver bends to whatever spell element you are already leaning on rather than forcing a single answer. If your tree leans corrosive, run Acid: the Revolver sets up the blight, and your Pyro or Electric spells trigger the detonation. If you are building around Electric, imbue Electric so your bullets feed the same chain your Thunderstrike and Portal want — Portal is especially strong here because spells thrown through it duplicate. Pyro is the aggressive pick when you simply want consistent burn pressure between spell casts. The point is not that one imbue is best; it is that the Revolver can mirror your spell investment instead of fighting it.

Best Joker Cards

The Revolver has exactly two unique Jokers, and everything else you slot is a generic damage card chosen by rarity and point cost.

CardTypeEffect
Fanning AceUniqueFire during a timed mid-reload to chain-fire all chambered bullets at once
Mark AceUniqueMarks struck enemies for +15% damage for 3 seconds
HeadbangMythic+20% weak-spot damage
Weak LinkPrime+35% weak-spot damage, −35% on normal hits
Glass CannonLegendaryGeneric damage Joker

Fanning Ace is the reason this gun stays in the meta. Timing an input during reload chains every chambered round into a single burst, which is what pushes the Revolver past its 43.3 base DPS and into best-in-slot territory. Mark Ace layers on top: tag a target, then the rest of your loadout — primary, spells, and the chained burst — all benefit from the +15% window. Pair Mark Ace's tag with Fanning Ace's burst and you front-load enormous damage onto a single elite. For where these sit against other cards, see our best Joker builds guide.

PrimaryWhy It Works
Quad CylinderTwo flexible all-rounders; imbue covers whatever the Quad lacks
Long RangerRevolver handles the close threats the sniper can't pivot to
LeveredgeBurst sidearm between deliberate lever shots
ShotgunMid-range answer when the Shotgun's spread thins out

Solo vs Co-op

Solo, the Revolver's marking and self-contained burst let you handle elites without leaning on a teammate to set up the elemental trigger — imbue the element your own spells trigger and you are a complete kit. In co-op, the play shifts toward division of labor: have one player run the Acid setup while you imbue the trigger element, or use Mark Ace to paint a priority target the whole squad collapses on. Either way, the gun rewards coordination rather than needing it.

Upgrade Priority

  1. Weak-point damage — compounds with Headbang and the per-shot ceiling
  2. Draw speed — tightens the Fanning Ace burst loop
  3. Lifesteal — sustain that keeps you aggressive in extended holds

For where the Revolver lands against every other sidearm, see our best sidearms ranking and the full weapon tier list.

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