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Far Far West — complete S–C weapon tier list and phase-based selection guide

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3 weeks ago vpesports

Choosing weapons in Far Far West is still an adventure. Cowboys robots don’t worry about subtle maneuvers here. Why, if any problem is solved with a big cannon and a spectacular explosion? Magic, waves of enemies, survival — all this fades into the background when the right gun is in your hands.

Some guns are pure cheats. Others require skill and a couple of unsuccessful runs to understand the mechanics. Still others are simply pleasing to the eye and create the right atmosphere. But the main thing is not to make a mistake with a choice when enemies are coming from all sides, and ammunition is running out. We’ve compiled a shooting range of all the weapons in the game, sorted by effectiveness. Less guessing means more time to wreak havoc.

It is worth remembering that Far Far West is still in Early Access (at the time of publication). The authors can shake up the balance, so our list lives its own life.

Best weapons in Far Far West at different stages of the game

Blindly trusting the dashboards in Far Far West is a typical beginner’s mistake. This is where timing decides. The effectiveness of the cannon depends on the moment you pick it up: at the start, we cling to a cheap pace, by the middle of the race we are looking for a stable DPS, and in the end we collect a build for the execution of bosses.

What to take at the start for a fast beginning

Far Far West Starter Weapons

In the first minutes of the match, forget about complex synergies. Barrels that save bullets and confidently demolish the starting debris are required. An ordinary shotgun, a “Starter Revolver” or a “Golden Colt” complete this task perfectly (and do not require investments). But if random throws up a surprise and a “Four—Barrelled Shotgun” falls out, immediately make it the main one. She superbly vacuums the small stuff and at the same time easily punches the first fat mobs.

Weapons for the middle stage and resource farming

Far Far West midgame weapons

Further, bare damage does not save. In the middle of the game, the quality of shooting comes to the fore: stable recoil, crowd control, and sane reloading. In protracted marathons, the Spitfire, Winchester and Paterson Revolver show themselves to be the most reliable. They forgive positioning errors and easily fit into hybrid assemblies. Have you started to get stuck in a tight spawn? Change your tactics. Optimally divide the slots: one cannon floods the crowd at a high rate, the second one pinpoints the elite.

Late game gear and boss victory

By the end, the tasks change radically — you need to quickly erase the bosses and not be left with an empty store. Therefore, “Elephant Gun” (wild peak damage on solo targets), “Minigun” (full-screen lead) and “Dynamite” come on the scene. The latter is generally required to gnaw out a couple of seconds of respite at a critical moment. The progression is logical. You throw away the universal middleware and take tools that physically change the rules of combat.

Guide to choosing guns based on the match phase

  • Early phase (Low entry threshold): Cheap guns with no requirements for rare resources. Rapid demolition of the first waves.
  • Medium Phase (Stable DPS): Comfortable recharge and steady pace. They help you not to sag in long skating rinks.
  • Late Phase (Maximum Impact): Burst damage and tight spawn control. Focus on boss survival.

The ideal route emerges by itself. You start with a “Starter Revolver” (alternatively, a “Golden Colt”), transfer to a Spitfire in midgame, or take a “Four—barreled Shotgun”, and close the match with a lethal bundle — you must have a “Minigun” or a punching “Elephant” in your hands. This vector gives you space to craft and doesn’t make you suffer with a junk arsenal.

Current Far Far West weapon tier list 2026

Here is the ranking from the best to the worst. S is the absolute top, C is for the amateur.

Weapon efficiency rating from S to C tier

We won’t chew for a long time, but it’s worth saying a few words. So that you immediately understand what to spend your resources on.

  • S-level. The Kings of Far Far West. They dominate any fight, as if you’re playing alone or with a friend. There are almost no disadvantages, but what is there is not critical.
  • A-level. Reliable fighters. They perform well in 90% of situations. But sometimes they ask for the right stance, a well-aimed hand, or a couple of building synergies.
  • B-level. The golden mean. It doesn’t let you down, but it doesn’t blow your mind either. To play brightly, you need a specific build.
  • C-level. For the first missions or narrow niches. In serious mixes, it slows down the pace. It can be useful, but more often loses to stronger options.

Advice from the author: don’t stick to C-guns. Even if you like it outwardly. The game forgives experimentation only on low difficulty.

S tier weapons with maximum damage per second

The best weapons in Far Far West

This is the best you can get in Far Far West. Search first.

Elephant Gun is the main one. A huge rifle that sometimes kills the toughest bosses with a single hit. The damage there is exorbitant. Honestly, it’s almost a cheat.

Minigun is the main thing. Mows down crowds like a lawn mower. Bullets are flying continuously, enemies are falling in packs. The perfect tool for controlling any mess.

Dynamite is an auxiliary. Simple, rough, and effective. You throw your opponents into a pile and they fly apart. No frills, just a powerful explosion.

Stable A class guns for game completion

Everything is serious here, too, but sometimes they ask for the right hands.

“Spitfire” (Spitfire Revolving Sniper) is the main one. Automatic sniper rifle. You shoot enemies at a distance quickly, almost without aiming.

The four—barrel shotgun (Quad Cylinder) is the main one. A hybrid of a rifle and a shotgun. At medium range, it produces powerful explosive damage. Unexpectedly, but it works.

The shotgun is the main one. Death is near. It’s not better to find it in cramped corridors or when cleaning rooms. However, it is useless on distant approaches.

The Paterson Navy Revolver is an auxiliary revolver. Good head damage and rate of fire. That’s what you need for quick kills.

An Energite Bottle is an auxiliary. Creates a field that slows down or blocks enemies. It won’t kill you, but it will give you a break and regroup.

Middle tier auxiliary weapons by characteristics

Stable, but not enthusiastic.

Winchester is the main one. A balanced rifle. The damage is constant, the range is good. It will take place in any race, but there are not enough stars from the sky.

The Horse Bow is the main one. He’s good on horseback. It also supports elemental arrows — if you mess around, you can squeeze out more benefits.

The Lightning Revolver is an auxiliary revolver. Electrical damage. It fits perfectly into zipper assemblies. It’s not much by itself, but it opens up when paired.

The Golden Colt is an accessory. A reliable pistol. The damage is stable. It’s good to finish off a wounded enemy without spending expensive ammo.

Tomahawk (Tomahawk) — auxiliary. A heavy throwing axe. It hurts, and it can be picked up after the throw. One disadvantage is that it flies slowly.

Weak starting items and junk arsenal

In a serious fight, these things will fail. For the first few minutes, it will do.

The starter revolver is an auxiliary one. The base pistol. He saves you at the beginning of the game, but he asks you to go to the dump by the first boss.

The boomerang is auxiliary. Returns after the throw. It’s funny, but the damage is low, and waiting for a flying boomerang often costs health.

Throwing stars are auxiliary. Fast and quiet. They are good for small pokes or if you want to feel like a ninja among cowboys. They are not suitable for serious damage.

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