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Far Far West – Best Weapons Tier List

Far Far West has several weapon types across primary and sidearm slots, and each one performs differently depending on range, damage, crowd control, and upgrade value. Pick the right option before spending Gold.

Best-Weapons-Tier-List-Far-Far-WestFar Far West gives you plenty of weapons to experiment with, but not every gun is worth building around once enemy waves become harder to control. The best weapons combine strong damage, reliable range, crowd control, and upgrade value, while weaker picks usually fall behind because they lack stopping power or need very specific situations to work.

This Far Far West weapons tier list ranks the top picks from S-Tier to C-Tier, so you can see which weapons deserve your Gold, Fragments, and long-term upgrades.

1. Best Weapons in Far Far West Tier List

S-Tier weapons offer the strongest overall performance, while lower-tier weapons either need specific situations, better positioning, or simply fall behind stronger options.

Tier Weapons
S-Tier Quad Cylinder, Shotgun, Minigun
A-Tier Long Ranger, Dual Revolver
B-Tier Leveredge, Bow
C-Tier Boomerang, Sheriff Star

2. S-Tier Weapons in Far Far West

S-Tier weapons are the strongest picks in this Far Far West weapons tier list. These are the weapons worth prioritizing first because they offer the best mix of damage, wave control, and late-run usefulness.

Quad Cylinder

Quad-Cylinder-Far-Far-West

Quad Cylinder

The Quad Cylinder is one of the best primary weapons in Far Far West because it combines rifle and shotgun traits into one powerful hybrid weapon. Its main strength is high burst damage at medium range, giving it enough reach to handle enemies before they get too close while still hitting much harder than a standard rifle-style weapon.

What makes the Quad Cylinder stand out is how flexible it feels in active fights. It does not lock you into only close-range or long-range play. Instead, it gives you a strong middle ground where you can clear enemies before they overwhelm your position.

Quad Cylinder Unique Jokers

  • Aiming Burst: While aiming, shots have perfect accuracy.
  • Homing Burst: Every 20 bullets fired shoots five homing projectiles at nearby enemies.

Quad Cylinder Usage Tips

The Quad Cylinder is stronger than a normal starter weapon because it rewards sustained fire and can become accurate when aiming.

  • Keep firing for Homing Burst: Every 20 bullets fired releases five homing projectiles at nearby enemies, so the weapon rewards steady shooting.
  • Aim for precision: Aiming Burst gives the Quad Cylinder perfect accuracy while aiming, which helps against harder-to-hit targets.
  • Use shot-triggered effects: The Quad Cylinder fires quickly, so effects like ricochet and elemental explosions have more chances to activate.
  • Do not dismiss it early: It is available from the start, but its unique Joker effects give it real long-term value.

Shotgun

Shotgun-Far-Far-West

Shotgun

The Shotgun is a close-range primary weapon built for clearing enemy groups in tight spaces. Its wide pellet spread makes it much better when enemies are pushing into your immediate space, where every shot can hit multiple targets.

The Shotgun belongs in S-Tier because Far Far West often throws enough enemies at you that raw single-target precision is not always enough. When enemies cluster together or force you into close-range movement, the Shotgun gives you immediate wave-clearing power. It is more range-limited than the Quad Cylinder, but when used in the right space, it can remove pressure quickly.

Shotgun Unique Jokers

  • Rush Blast: The first bullet in the magazine has 100% accuracy, making it behave like a slug shot.
  • Overblast: Shoots an extra pellet for every round missing from the magazine.

Shotgun Usage Tips

The Shotgun works best when you manage its first shot and magazine state carefully. Rush Blast makes the opener much more accurate, while Overblast rewards you for firing deeper into the magazine.

  • Use Rush Blast for the opener: The first bullet in the magazine has 100% accuracy, so treat it more like a precise slug shot than a normal shotgun blast.
  • Do not waste the first shot: If Rush Blast is active, save the opening shell for a target that actually needs the accurate hit.
  • Track your magazine with Overblast: Overblast adds an extra pellet for every missing round, making later shots more dangerous as the magazine empties.
  • Value Accuracy upgrades: Accuracy reduces spread, which makes the Shotgun more consistent and helps more pellets connect.
  • Use it for pressure: The Shotgun is strongest when you combine pellet damage, Rush Blast’s accurate opener, and Overblast’s missing-round scaling. Do not treat it like a long-range rifle.

Minigun

Minigun-Far-Far-West

Minigun

The Minigun is a heavy primary weapon built around nonstop bullet fire, suppression, and crowd control. It has massive pressure potential because it can keep firing into large groups and melt enemies quickly when you have a safe firing angle.

The main tradeoff is mobility. The Minigun has a real movement penalty, so it rewards players who understand positioning. If you set up properly, however, it becomes one of the most oppressive weapons in the game thanks to its ammo capacity, fire rate, and damage.

Minigun Unique Jokers

  • Elemental Spin: Gives the Minigun a random chance to fire a random elemental bullet instead of a regular bullet.
  • Frenzy Spin: When the kill counter is above 10, the Minigun fires twice as fast.

Minigun Usage Tips

The Minigun is all about sustained fire and ammo control. It does not reload like a normal weapon, so its strength comes from committing to long bursts while making sure you do not burn through your entire ammo supply too quickly.

  • Watch your ammo: The Minigun’s clip size is tied to total ammo capacity. When it runs dry, the weapon is out of ammo instead of simply needing a reload.
  • Use it for sustained damage: The Minigun performs best when it can keep firing long enough to take advantage of its high bullet output.
  • Trigger Frenzy Spin: Frenzy Spin makes the Minigun fire twice as fast when your kill counter is above 10.
  • Let Elemental Spin work: Elemental Spin can fire random elemental bullets, and the Minigun’s constant fire gives that effect more chances to activate.
  • Avoid wasting bullets: The weapon is powerful, but careless firing drains ammo fast. Save full commitment for enemies that justify the cost.

3. A-Tier Weapons in Far Far West

A-Tier weapons are strong, reliable picks that can perform extremely well, but they are either more specialized or slightly less dominant than the S-Tier options. These weapons are worth using when their role fits your build, your aim, or the way you handle enemy waves.

Long Ranger

Long-Ranger-Far-Far-West

Long Ranger

The Long Ranger is a primary weapon that works like an automatic sniper. It gives you the ability to quickly pick off enemies from far away, making it one of the best choices when you need reliable long-range pressure instead of close-range wave clearing.

Its biggest value is target priority. Some enemies are easier to manage when they die before they reach your team or your position, and the Long Ranger gives you that kind of control from a safer distance. It does not replace the raw group-clearing power of the Shotgun or Minigun, but it fills a specific long-range role better than most weapons on the list.

Long Ranger Unique Jokers

  • Focus Shot: Every kill reduces spell cooldown by 1 second.
  • Mind Shot: Weak spot hits cause an explosion.

Long Ranger Usage Tips

The Long Ranger is strongest when you use it as a precision weapon with utility, not just a basic sniper.

  • Use it against distant threats: The Long Ranger is one of the better answers for flying enemies.
  • Finish kills with Focus Shot: Focus Shot reduces spell cooldown by 1 second on each kill, so securing kills with this weapon gives more spell uptime.
  • Aim for weak spots: Mind Shot makes weak spot hits cause an explosion, making accuracy more rewarding.
  • Value fire rate: Faster shooting helps you secure more kills, which makes Focus Shot trigger more often.
  • Use it for priority targets: The Long Ranger is best when specific enemies need to be removed before they become harder to manage.

Dual Revolver

Dual-Revolver-Far-Far-West

Dual Revolver

The Dual Revolver is an A-Tier sidearm because it gives you a reliable way to pick off enemies without relying only on your primary weapon. Its strength is dual damage, which makes it easier to finish enemies and stay active when your main weapon is not the best tool for the moment.

As a sidearm, the Dual Revolver is valuable because it supports your main weapon instead of replacing it. It does not bring the same wave-clearing impact as S-Tier primaries, but it gives you a dependable backup option for handling smaller threats, finishing damaged enemies, or keeping pressure on targets between primary weapon use.

Dual Revolvers Unique Jokers

  • Swamp Trick: Reload explosions leave puddles on the ground based on the gun’s element.
  • Eco Trick: Reloading throws the guns and no longer wastes ammo.

Dual Revolver Usage Tips

The Dual Revolver gets most of its value from reload effects.

  • Use reloads offensively: The Dual Revolver is not just for shooting. Its strongest effects happen when you reload.
  • Create puddles with Swamp Trick: Reload explosions leave puddles based on the weapon’s element.
  • Throw guns with Eco Trick: Eco Trick makes reloads throw the guns and no longer waste ammo.
  • Value Reload Speed: Faster reloads let you trigger the weapon’s reload effects more often.
  • Use it for elemental setup: Fire, geyser, and acid interactions become more useful when the Dual Revolver is creating elemental puddles.

4. B-Tier Weapons in Far Far West

B-Tier weapons are not bad, but they do not dominate fights as easily as the higher-tier picks. These weapons can work well in the right hands or with the right playstyle, but they either have lower overall impact or are outclassed by stronger alternatives.

Leveredge

Leveredge-Far-Far-West

Leveredge

The Leveredge is a balanced primary rifle with steady damage and good range. It works in most situations, which makes it a dependable weapon for players who want consistency rather than a more specialized tool.

The reason it sits in B-Tier is because it does not always give you the strongest answer to dangerous situations. The Leveredge still has a place, especially when you want a straightforward rifle that does not feel awkward, but it lacks the standout power of higher-tier weapons.

Leveredge Unique Jokers

  • Eagle Lever: Consecutive shots give a stacking damage buff up to 50% extra damage.
  • Stacked Lever: Instantly reloads two bullets from reserve ammo on a kill.

Leveredge Usage Tips

The Leveredge is a precise lever-action weapon that rewards consistent shots. Eagle Lever gives stacking damage from consecutive hits, while Stacked Lever helps refill bullets after kills.

  • Hold the trigger: The Leveredge can fire at its maximum fire rate when the trigger is held down, so you do not need to tap every shot manually.
  • Keep landing consecutive shots: Eagle Lever gives stacking damage up to 50% extra damage when you keep shots connected.
  • Use kills to reload: Stacked Lever instantly reloads two bullets from reserve ammo after a kill.
  • Take advantage of accuracy: The Leveredge is accurate enough to reward precise shooting and weak spot hits.
  • Expect a slower payoff: It becomes stronger once damage stacks or kill reloads are working, but it does not have the instant pressure of higher-tier weapons.

Bow

Bow-Far-Far-West

Bow

The Bow is a mobile primary weapon that works well on horseback and supports elemental arrows. Its value comes from movement and utility rather than raw damage. That makes it more build-specific than the weapons above it, but still useful when you are playing around mobility or elemental effects.

The Bow sits in B-Tier because it needs the right situation to shine. If you are using elemental arrow effects properly, it can bring useful tactical value. If you are only comparing straight damage and immediate enemy-clearing power, stronger primary weapons usually do the job faster and more safely.

Bow Unique Jokers

  • Overdraw: Charging the Bow past a certain point fires a spread of three arrows.
  • Ultra Draw: Charging for 4 seconds fires a massive explosive arrow.

Bow Usage Tips

The Bow is a ranged secondary that becomes more useful once you understand its charge timings.

  • Aim for accurate shots: The Bow is accurate while aiming, making it useful when you need reliable ranged secondary damage.
  • Charge for Overdraw: Overdraw fires a spread of three arrows after charging past a certain point.
  • Respect Ultra Draw’s delay: Ultra Draw takes 4 seconds to fire a massive explosive arrow, so it needs timing.
  • Do not expect full unique stacking: Overdraw and Ultra Draw use different charge timings, and only one arrow gets the big Ultra Draw explosion when both are active.
  • Use it for range and AoE potential: The Bow starts as a precise ranged option and gains stronger group value once its charged-arrow effects are unlocked.

5. C-Tier Weapons in Far Far West

C-Tier weapons are the most limited options in this list. They are not completely useless, but they struggle to keep pace when fights become more demanding. These weapons are best treated as niche tools or temporary options rather than long-term upgrade priorities.

Boomerang

Boomerang-Far-Far-West

Boomerang

The Boomerang is a sidearm projectile that returns after being thrown. Its biggest advantage is that it offers a unique ranged option without playing like a standard gun. However, its stopping power is limited, which makes it much harder to rely on during serious encounters.

The Boomerang is useful for players who enjoy unusual weapon mechanics, but it does not bring the same reliable kill pressure as stronger sidearms or primaries. It can help in lighter fights, but against tougher enemies or crowded waves, its limited damage impact becomes more noticeable.

Boomerang Unique Jokers

  • Lingering Throw: Doubles the time the Boomerang spins after being thrown.
  • Chunky Throw: Increases the Boomerang’s size so it can hit more enemies.

Boomerang Usage Tips

The Boomerang is useful because it does not use ammo and can keep dealing damage after being thrown.

  • Use it when ammo matters: The Boomerang does not consume ammo, making it useful beside ammo-hungry weapons.
  • Throw it before swapping weapons: It can stay active and deal damage ticks while you continue attacking with another weapon.
  • Value Lingering Time: Lingering Time affects how long the Boomerang stays out and spins.
  • Use Chunky Throw for more contact: Chunky Throw increases the Boomerang’s size, helping it hit more enemies.
  • Use repeated hits for procs: Since the Boomerang can hit multiple times, it can trigger elemental or explosive effects more often than a single-hit projectile.

Sheriff Star

Sheriff-Star-Far-Far-West

Sheriff Star

The Sheriff Star is a sidearm projectile option built around fast and quiet hits. It is best used for quick strikes rather than heavy damage, which gives it a niche role but keeps it near the bottom of the tier list.

The problem with the Sheriff Star is that tougher encounters reward weapons that can stop enemies quickly. Fast projectiles can help in certain moments, but its low damage value makes it difficult to justify over more reliable sidearms. It is usable, but it is not a weapon you should prioritize if your goal is stronger late-run performance.

Sheriff Stars Unique Jokers

  • Jump Star: Increases jump while holding Sheriff Stars, helping players kite melee enemies by jumping over them.
  • Scavenger Star: Increases movement speed by 30% and greatly increases pickup range.

Sheriff Star Usage Tips

The Sheriff Star is a recoverable projectile weapon. Its main value comes from picking thrown stars back up, and Scavenger Star makes that easier by increasing movement speed and pickup range.

  • Recover your stars: Thrown Sheriff Stars can be picked back up from the ground, enemies, or surfaces to refill ammo.
  • Value Pickup Range: More Pickup Range lets you recover stars without standing directly on top of them.
  • Use Scavenger Star: Scavenger Star increases movement speed by 30% and greatly improves pickup range.
  • Use the Jump Star for melee pressure: The Jump Star increases jump, which helps when melee enemies close in.
  • Pair it with ammo-heavy primaries: Since Sheriff Stars can recover their own ammo, they work well beside weapons that burn through bullets quickly.

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