Gaming Guide

Far Far West: The Lazy Lasso Build That Heals 4 HP Per Kill

A low-maintenance melee setup that stacks two lifesteal jokers so you never manage shields or HP thresholds.

A low-maintenance melee setup that stacks two lifesteal jokers so you never manage shields or HP thresholds.

Most lasso setups in Far Far West ask you to babysit something. Either you keep a shield topped off, or you deliberately sit at low health to squeeze damage out of Berserker. The Lazy Lasso build throws both of those requirements out and leans on passive healing instead, so the only thing you have to think about is swinging.

Quick answer: Stack EAT-A-PUNCH on the lasso with LIFE PACT on the hero. Each melee kill then restores 4 HP total, which outpaces incoming chip damage in normal crowd fights without any shield or HP management.


Why the healing loop replaces shield upkeep

The high-damage lasso builds people gravitate toward usually pair All Mighty with Berserker. Berserker gives up to +50% melee damage as your HP drops, which means the payoff only arrives when you are close to dying. That works, but it turns every fight into a balancing act.

Jokers menu with All Mighty and Speedster cards selected and a red Limit reached warning
The Jokers menu with All Mighty and Speedster highlighted, and a “Limit reached” message blocking the upgrade.

The healing approach flips that. Two separate jokers each restore 2 HP on a melee kill, and they stack. In a room full of enemies, you are constantly refilling as you clear, so you never sit in the dangerous window that Berserker builds live in. The trade-off is a lower damage ceiling, which the lasso’s upgrade spread and Joker Trick help offset.


Lasso upgrades and stat priority

The lasso sits at Lvl. 19 with points funneled into three stats. Draw Speed and Charging Speed stay untouched, because neither one feeds the kill-and-heal loop the way raw damage and reach do.

UpgradeValueWhy it matters
Damage+40%Faster kills mean faster healing ticks
Attack Speed+20%More swings per second, more kills
Range+20%Hit enemies before they reach you
Draw Speed+0%Skipped
Charging Speed+0%Skipped
Woodlands run map with connected route nodes and a prompt asking the player to drop a joker
The Woodlands route map, with a prompt to drop a joker when slots are full.

Weapon jokers for the lasso

Five jokers go on the weapon itself. Note that Joker Trick rewards rarity variety rather than rarity quality, so a mix of Mythic, Fine, and Common cards is intentional here, not a compromise.

JokerRarityEffect
JOKER TRICKMythic+7% damage and attack speed per distinct joker rarity on the weapon
LUNGEFine+15% melee range and hitbox size
PANIC ATTACKCommon+20% damage for 3 sec. after taking HP damage
CRACKSHOTCommon+7% damage
EAT-A-PUNCHFineMelee kills heal 2 HP

Panic Attack is a natural fit because you will take hits, and this build wants you to shrug them off rather than avoid them entirely. Lunge is doing quiet work too, widening the hitbox so crowd swings connect with more targets and trigger more heals.

Swapping out Crackshot

Crackshot is the weakest card in the set at a flat +7% damage, kept mainly because its Common rarity feeds Joker Trick. If you unlock an extra weapon slot, replace it with BLOODLUST (Legendary), which grants a stacking +5% melee speed for 5 sec. up to +50%, or BERSERKER (Legendary), which gives up to +50% melee damage as HP falls.

Crackshot joker node highlighted in the Jokers menu showing a plus 7 percent damage effect
The Crackshot node in the Jokers menu, listing its +7% damage effect.

Tip: Dropping a Common card for a Legendary one changes your rarity spread, which can shift what Joker Trick pays out. Check the weapon’s damage number before and after the swap.


Hero jokers and the second healing source

Life Pact is the piece that doubles your sustain, and it is also the piece that scares people off. Kills heal 2 HP, but your maximum HP drops by 30%. In practice the smaller pool refills so quickly from six jokers’ worth of combined effects that the reduction rarely becomes the thing that kills you.

Hero jokerRarityEffect
MOON GRAVITYLegendary-25% gravity
LIFE PACTFineKills heal 2 HP, max. HP reduced by 30%
LAST BASTIONFine+50 shield at 25% HP (60 sec. cooldown)
PRICKLY PEARFineReflects damage taken +15 back at the attacker
BOUNCING BALLFine+15% damage while airborne
KNUCKLE DOWNFine+10% melee damage

Last Bastion is the safety net, firing automatically at 25% HP for a 50-point shield on a one-minute cooldown. Prickly Pear handles a problem the lasso cannot, punishing ranged shooters like Dead Eyes every time they land a hit on you, without you having to close the distance.

Moon Gravity and Bouncing Ball work as a pair. Reduced gravity keeps you off the ground longer, and Bouncing Ball converts that airtime into +15% damage.


Hero stat upgrades

The hero, Bull’s Guidebook, sits at Lvl. 67 with points spread across survivability and mobility rather than pure offense. Health offsets the Life Pact penalty, and the movement stats keep you in position to keep killing.

StatValue
Health+30
Spell Cooldown Reduction+12%
Speed+24%
Jump Height+42%

Jump Height is the highest single investment at +42%, which stacks with Moon Gravity to keep you airborne for Bouncing Ball’s bonus and to help you reach enemies that would otherwise be out of melee range.


Secondary weapon and spell loadout

The Banjo at Lvl. 80 fills the secondary slot. Its Element Damage option pairs with the Frost spell selection, so the two halves of your ranged coverage reinforce each other rather than competing.

Banjo upgrade screen with the blue snowflake Element Damage option selected
The Banjo upgrade screen, with the blue snowflake Element Damage option selected.

Three Frost spells go in the loadout: BREEZE, BRIDGE, and BLIZZARD. Bridge is the important one. A melee-only build has an obvious blind spot against flying enemies, and Bridge gives you a platform to get up to them and finish them with the lasso, which also means they count toward your healing.


Confirming the build is working

The healing loop is easy to verify in a fight. Swing into a group and watch your health bar as enemies die. If a single melee kill is only returning 2 HP instead of 4, one of the two lifesteal jokers is not equipped, and Life Pact on the hero is the one people forget.

Two other things worth checking. Kills made with the Banjo or with spells will not trigger Eat-A-Punch, since it only counts melee kills, so a fight where you leaned on ranged damage will feel like the healing failed when it simply never fired. And if your damage number looks lower than expected after a joker swap, count the distinct rarities on the lasso, because Joker Trick loses value when your cards bunch into fewer rarity tiers.

This runs on version 0.2.0.4 - D3D12. It is not the highest-damage lasso setup available, and it is not trying to be. What it offers instead is a run you can play without tracking a shield timer or hovering near death, which makes it a comfortable pick for grinding XP through longer sessions.