Far Far West Shotgun + Pistols Build — The Glass Cannon Geyser Combo That Dominates Every Difficulty

Complete Shotgun + Dual Pistols build for Far Far West. Glass Cannon damage, Joker Dealer HP recovery, electric pistol Swamp Trick + Geyser combo that spawns 4 geysers to wipe entire hordes.
Do you find the new updated enemies for Very Hard difficulty and higher hard to beat? Then look no further, fellow cowboy. I got you covered. This is the Shotgun + Dual Pistols build that's going to absolutely dominate any difficulty you're on, regardless of skill or playstyle.

The Shotgun Setup

| Joker | Purpose |
|---|---|
| Overblast | Tighter pellet groupings = more damage + extended range — melts elites and snipers |
| Speedster | Increased fire rate and damage — stacks with Glass Cannon |
| Running Gun ×2 | Stacks with hero Disgrace for max movement speed |
| Run and Reload | 30% movement speed while reloading — saves you constantly |
Shotgun Flow (Critical)
When facing elites or a buttload of enemies:
- Start shooting → use dash + double jump to do a large swing in circles around the horde
- This groups them up really well
- Left-click them away while reloading
- Use reload time to make distance, re-armor, get health
"Always prioritize snipers. Reload like four shells and blast them out of the sky."
The Dual Pistols Setup

Element: Electric (required for spell combos — explained below)
| Joker | Purpose |
|---|---|
| Speedster | Same logic as shotgun — DPS stack |
| Running Gun ×1 | Movement speed contribution |
| Ammo Supply | Critical for missions and ammo economy |
| Swamp Trick | Leaves an electric puddle when you throw pistols — sets up spell combos |
The Swamp Trick + electric element is what unlocks the absurd spell combos.
Hero Setup — As Important as the Weapons

| Joker | Why |
|---|---|
| Glass Cannon | Right-click elites and bosses away. Makes any diff a walk in the park |
| Disgrace | 30% movement speed (no horse — RIP). Stacks Speedster on both weapons |
| Extra Jump | Critical mobility. Bunny-hop out of range of machine gunners, bulls, bombers. Dash + 2 jumps to escape Necromancer's spawn attack |
| Joker Dealer | The most important card — +1 HP per active Joker. Recovers HP that Glass Cannon takes away |
The Joker Dealer Math
"The highest HP I got in a nightmare game was 134 HP for only 112 base HP."
Joker Dealer scales with how many Jokers you pick up during the run. Combine that with Glass Cannon's offense and you become a glass tank that hits like a truck and still has decent HP.
Spell Combos — Where It Gets Crazy

The three-spell loadout: Wisp + Geyser + Corruption.
Wisp + Electric Pistol Combo
Shoot your electric pistols at a skeleton with Wisp on them → Wisp turns electric → zips and chains between random enemies. Clears hordes incredibly fast.
Geyser + Swamp Trick Combo (The Big One)

The 4-step combo:
- Empty all 12 pistol chambers
- Throw the pistols down → electric puddle spawns from Swamp Trick
- Throw a Geyser spell on top of the puddle
- 3-4 additional geysers spawn — covers a massive area, clears entire hordes (sometimes multiple)
This is the bread and butter of the build. Single combo can wipe a screen.
Corruption — The Scalpel

Use Corruption as a precision tool, not a horde clear:
"Liches are more powerful now and their shockwave is larger. So you would be very silly not to target liches."
Corrupted Liches turn into mini bosses on your side that delete enemies fast. Always Corrupt the highest-priority threat.
Equipment
Health Bottles — fast bulk healing. Pairs perfectly with Glass Cannon's reduced HP pool.
How to Play It

The general flow:
| Situation | Action |
|---|---|
| Horde incoming | Shotgun + dash-jump circle to group them |
| Big horde | Empty pistols → throw → Geyser combo → 4 geysers wipe everything |
| Lich spawned | Corruption it → it kills its own teammates |
| Sniper visible | Reload 4 shells, blast them out of sky |
| Necromancer spawn attack | Dash + 2 jumps to escape |
| Health low | Use reload time to retreat, drink bottle, re-engage |
The Run and Reload joker means every time you reload you get +30% movement speed — turning the down time into repositioning time. This is what keeps you alive.
Why This Build Wins

Every component reinforces the others:
- Speedster + Glass Cannon stacked across both weapons = absurd DPS
- Disgrace + Running Gun ×3 + Run and Reload = constant high movement speed
- Glass Cannon + Joker Dealer = aggressive playstyle with surprising HP
- Electric pistols + Swamp Trick + Geyser = horde-deleting spell combo
- Wisp electrification + Corruption = elite/lich management
- Extra Jump + Disgrace movement = mobility to outpace any enemy
This is a build with no weak point. Hordes? Geyser combo. Elites? Glass Cannon shotgun. Snipers? Reload-and-blast. Bosses? Right-click. Liches? Corrupt them.
Quick Reference

| Component | Pick |
|---|---|
| Primary | Shotgun (Overblast, Speedster, Running Gun ×2, Run and Reload) |
| Secondary | Dual Pistols (Electric element, Speedster, Running Gun, Ammo Supply, Swamp Trick) |
| Hero | Glass Cannon, Disgrace, Extra Jump, Joker Dealer |
| Spells | Wisp, Geyser, Corruption |
| Utility | Health Bottles |
| Best target | All difficulties — especially new Very Hard+ enemies |
Two weapons that obliterate on all fronts. All who oppose you stand no chance. For the full breakdown with combo demonstrations, watch the original video.



