Far Far West Weapons Guide: Best Weapons To Level First
Far Far West weapons are split between primary weapons and sidearms, but the strongest choice is not always the one that looks flashiest. The best weapon comes down to safe damage uptime, enemy range, boss windows, spell support, unlock cost, and how reliably the weapon can be used when a bounty run gets messy.
Jump To
- Best Weapons To Use
- Far Far West Weapon List
- Quad Cylinder
- Shotgun
- Long Ranger
- Minigun
- Best Sidearms
- Best Weapon To Level First
- Weapon Unlocks And Ranking
- Solo And Co Op Weapons
- How Spells Change Weapon Choices
- Weapon Leveling Tips
- Weapon Choice Checklist
Best Weapons To Use In Far Far West
The best Far Far West weapon to level first is the one that can land consistent damage in most fights, with Quad Cylinder being the safest all round primary and Revolver being the most practical early sidearm because of its elemental rounds.
Far Far West gives each weapon a different job instead of making them feel like simple damage upgrades. Quad Cylinder works as the flexible all rounder. Shotgun rewards close range aggression. Long Ranger is built for accurate single shot damage. Minigun leans into sustained fire, but needs better control and positioning. Sidearms add a second layer because options like Revolver, Bow, and Dual Revolvers change how damage, elements, burst, and risk work during a run.
The smart early plan is to focus on 1 reliable primary, pair it with a sidearm that fits the run, and build spell choices around a repeatable combat pattern. Far Far West already throws enough weird bounty nonsense into a mission. The weapon setup does not need to become another problem.
For broader early progression, the Far Far West beginner guide covers the bigger loop around spell combos, fragments, gold, XP, souls, and boss timing. This weapons guide focuses on picking and leveling the right tools for that loop.
Far Far West Weapon List
| Weapon | Slot | Best Use |
|---|---|---|
| Quad Cylinder | Primary | Accurate, fast shooting, and flexible enough for most fights. |
| Shotgun | Primary | Strong close range damage and good boss pressure when pellets land. |
| Long Ranger | Primary | High single shot damage at range, with a large magazine and strong accuracy payoff. |
| Minigun | Primary | Extreme sustained fire with strong payoff when positioning is controlled. |
| Revolver | Sidearm | Elemental rounds and a solid starter option with limited shots. |
| Bow | Sidearm | Charged damage for stronger targets and grouped enemies. |
| Dual Revolvers | Sidearm | Fast firing with explosive throw potential on reload or empty. |
The current weapon choices cover the main roles a bounty hunter needs. There is safe mid range damage, close range burst, accurate long range damage, sustained fire, elemental sidearm support, charged sidearm damage, and risky fast firing burst.
Primary weapons usually decide how each fight is handled moment to moment. Sidearms add utility, elemental pressure, and extra damage windows between primary attacks. A strong setup uses both instead of treating the sidearm like a panic button that only comes out when everything is already on fire.
Quad Cylinder Is The Best Safe First Primary
Quad Cylinder is the easiest primary to recommend first because it gives accurate, fast shooting without forcing a strange playstyle. It is the first weapon in Far Far West and works well while learning objectives, enemy patterns, boss movement, and map flow.
That reliability is important because many fights happen while something else is already demanding attention. A contract might ask for objective control, side cleanup, boss pressure, or survival during enemy waves. A weapon that lands hits consistently keeps damage moving without needing perfect spacing.
Quad Cylinder is also a good weapon for learning spell timing. Since it does not demand extreme close range or slow precision shots, it leaves more room to cast, reposition, and watch enemy behavior. That makes it a strong first leveling choice for most runs.
Shotgun Rewards Aggressive Close Range Play
Shotgun is the close range payoff weapon. It can hit hard when the pellets land, and that makes it especially useful during boss windows where the target is close enough to take the full burst.
The best Shotgun value comes from landing the full hit, especially against enemy heads or large boss targets. If the shot only clips part of the target, the weapon loses a lot of its payoff. That makes positioning more important than simply rushing forward and hoping the barrel solves the argument.
The tradeoff is range and safety. Shotgun loses value when fights force distance or when enemies are spread out. It also asks for more confidence during dangerous moments, because getting close to enemies is rarely free. Far Far West already has enough enemies trying to make personal space a myth.
Shotgun is best for players who can control distance, dodge well, and recognize safe burst windows. In co op, it can work even better when another player is handling crowd control or pulling pressure away from the shotgun user.
Long Ranger Is Built For Accuracy And Range
Long Ranger is the high single shot damage primary. It works best when the player can land accurate shots from range and keep pressure on priority targets without needing to stand in the middle of the fight.
Its large magazine gives it more room to stay active than a slow sniper style weapon would usually suggest. That makes it better for players who want precision damage without feeling like every missed shot fully ruins the turn.
Long Ranger is strongest when distance is controlled. It can work well against far away enemies, important targets, and boss weak points, but missed shots hurt more because the weapon is built around accuracy instead of spraying damage into a crowd.
Long Ranger is not the cleanest first pick for players still learning movement and enemy types. It becomes better once positioning feels comfortable and the player can keep distance while still landing steady hits.
Minigun Has High Potential But Needs Control
Minigun is the sustained fire option. Its value comes from keeping damage going for longer windows, which can be excellent when enemies are grouped, boss pressure is steady, or the team can hold a position safely.
The weapon has a large ammo pool and high potential, but it needs control before it feels strong. If the run keeps forcing constant movement, bad angles, or scattered enemies, Minigun can feel awkward because sustained fire wants stable uptime.
That is why Minigun is not the safest early recommendation. It can become powerful once enemy routes, objectives, and boss timing start to feel familiar. Early on, Quad Cylinder is easier to trust because it works without asking for perfect setup.
Best Sidearms In Far Far West
Sidearms shape the way a weapon setup handles pressure between primary attacks. Revolver is the safest early pick because elemental rounds add utility without asking for tricky timing. It has 6 shots, a medium fire rate, and enough power to stay useful while the player learns how elemental shots fit into combat.
The Revolver also helps with elemental interactions. Sidearms can use the main elements in their shots, and the right element can activate acid puddles. Pyro can add direct burn damage, Acid can slow enemies, and Electric can help when enemies group up. That gives Revolver more utility than its limited shots suggest.
Bow is better for charged damage. It works best when there is enough space and time to line up the shot, especially against stronger targets or grouped enemies. It also uses elemental abilities, which keeps it connected to the same spell and element planning that makes sidearms valuable.
Dual Revolvers are the faster and riskier sidearm choice. They can be thrown and explode in their element when reloaded or when they hit empty, which gives them burst potential beyond normal shooting.
The drawback is ammo waste. If Dual Revolvers are reloaded while ammo is still in the chamber, that remaining ammo is lost and cannot be recovered. That makes timing more important than simply firing fast and reloading whenever it feels convenient.
Best Weapon To Level First
The best first weapon to level is the one that keeps dealing damage without forcing bad habits. For most players, that means starting with Quad Cylinder as the primary and Revolver as the sidearm.
That setup covers the basics well. Quad Cylinder gives stable primary damage, while Revolver adds elemental rounds that can support spell combos and enemy control. It also avoids the early problem of choosing a weapon that only works in perfect situations.
Shotgun, Long Ranger, and Minigun can all be strong, but they depend more on playstyle. Shotgun needs close range confidence. Long Ranger needs accuracy. Minigun needs good positioning and sustained damage windows. Quad Cylinder needs the least explanation, which is usually a good sign for a first weapon.
How Weapon Unlocks And Ranking Work
Weapon choice in Far Far West is connected to progression because weapons are not only picked for damage. Weapons can be ranked up at the weaponsmith, and those ranks unlock additional Joker slots. That makes a reliable weapon more valuable early because it keeps earning progress while also opening more build room later.
Weapon unlocks also require commitment. Each weapon needs 6 fragments and 500 gold, and only 1 weapon can be tracked per mission. That means the first weapon target should be something useful, not just whatever looks funniest on the menu. Chasing every weapon at once slows the grind, while focusing on 1 practical unlock gives each run a clearer purpose.
This is why Quad Cylinder and Revolver are safe early recommendations. They are reliable enough to keep progress moving while the rest of the game opens up. Once the core loop feels comfortable, Shotgun, Long Ranger, Minigun, Bow, and Dual Revolvers become better targets based on playstyle and party setup.
Best Weapons For Solo And Co Op
Solo weapons should prioritize safety, consistency, and damage uptime. Every enemy, objective, revive problem, and boss window has to be handled alone, so a weapon that only works in perfect moments can make solo runs harder than needed.
Quad Cylinder is the safest solo primary because it can handle many situations without forcing extreme range or close combat. Long Ranger can work well for accurate players who prefer distance, while Shotgun is riskier because close range mistakes are harder to recover from alone.
Co op gives weapons more room to specialize. One player can focus on boss damage, another can handle crowd control, and another can build around elemental or spell interactions. Shotgun becomes stronger when teammates can help clear enemies or create safe boss windows. Long Ranger works well when someone else is managing close pressure. Minigun benefits from teammates keeping enemies controlled while it maintains sustained fire.
Party size changes how much specialization makes sense. The Far Far West multiplayer guide breaks down solo play, co op, and the max party size, which helps explain why some weapons feel safer alone while others get better with a full group.
How Spells Change Weapon Choices
Weapons should not be chosen in isolation. Far Far West is built around guns and spells working together, and spell combos can change which weapon feels strongest.
Spells are a major part of weapon choice because guns and elemental abilities work together. Acid puddles, fireballs, lightning, and elemental sidearm shots can shape how a weapon performs during real fights. A weapon that looks average by itself can feel much better when it supports a repeatable spell interaction.
A weapon that keeps steady pressure can pair well with spells that control or group enemies. A burst weapon works better when spells create a clear damage window. Elemental sidearms can also support spell interactions, which makes the sidearm choice more important than it looks at first.
The best loadout usually has 1 repeatable idea. That might be safe mid range damage with spell combos, close range shotgun pressure with team support, or ranged precision with utility spells. Trying to build around everything at once usually makes the loadout weaker. Pick the pattern, then level the weapons that support it.
Weapon Leveling Tips
The best way to level weapons is to actually use the weapon that needs progress. That sounds obvious, but Far Far West makes it easy to carry a weapon while spells, teammates, or another weapon do most of the work.
For weapon XP, play on the hardest difficulty that still feels consistent and let the target weapon deal as much damage as possible. Higher difficulty can create better combat opportunities, but failed runs slow progression. Clean clears are better than heroic disasters with a sad reward screen.
Because only 1 weapon can be tracked per mission, weapon leveling and weapon unlocking should have a clear target before the run starts. A focused unlock path is much cleaner than spreading progress across weapons that are not helping the current build.
It also helps to avoid swapping focus too often. Leveling 1 reliable weapon gives better short term power than spreading progress across everything and ending up with a pile of half finished options.
Simple Weapon Choice Checklist
| Question | Why It Helps |
|---|---|
| Can it land hits consistently? | Reliable damage beats a stronger weapon that misses too often. |
| Does it fit solo or co op? | Solo needs safety, while co op allows more specialization. |
| Does it help against bosses? | Boss windows reward weapons that can deal damage at the right time. |
| Does it support the spell kit? | Weapons feel better when they support elemental effects or spell combos. |
| Is it worth leveling now? | Focused weapon XP gives better progress than spreading levels everywhere. |
A weapon can be strong and still be the wrong choice for the current run. Far Far West rewards weapons that match the objective, party size, spell setup, and player comfort level.
Weapon choice also affects survival. A safer weapon makes revives easier because the team can clear pressure before someone goes down. For the recovery side of co op fights, the Far Far West revive guide explains how the blue core system works and why staying alive long enough to create a revive window is part of the weapon decision too.
Final Blurb
Far Far West weapons are less about picking the biggest damage label and more about choosing the tool that keeps working during real bounty runs. Quad Cylinder is the safest first primary, Revolver is the easiest early sidearm to recommend, and the other weapons become stronger once their playstyle fits the mission.
Shotgun wants close range confidence, Long Ranger wants accuracy, Minigun wants controlled positioning, Bow wants charged shot windows, and Dual Revolvers want good timing. The best weapon is the one that supports the run, levels cleanly, and keeps damage moving when the enemies, objectives, and boss pressure all show up at the same time.

