Gaming Guide

Far Far West: How to Build the Steel Knuckle Tank with Knuckle Dusters

The exact spells, weapon points, and Jokers that keep your shield bar full while Knuckle Dusters hit hardest at low health.

The exact spells, weapon points, and Jokers that keep your shield bar full while Knuckle Dusters hit hardest at low health.

The Steel Knuckle build in Far Far West turns the Knuckle Dusters into a survivable melee weapon by leaning on the shield (SP) bar. That bar drains on its own over time, so the whole build is designed to keep refilling it with Frost spells while your punches scale up as your health drops and your shield stays high.

Quick answer: Equip Blizzard and Bridge for shields, put weapon points into Damage +40%, Attack Speed +40%, and Range +24%, run the Lunge, All Mighty, Berserker (x2), and Heavy Weapon Jokers, then add Death’s Dance and Battlemage on the hero side to keep the SP bar topped off.


How the shield (SP) bar drives the build

The SP bar is the core of everything here. It slowly empties on its own, but Frost spells refill it, and several Jokers reward you for keeping it high. That creates a loop where you cast Frost, gain shield, and punch harder for every shield point you hold.

The second half of the loop is your health. Berserker scales your melee damage as your HP drops, so the ideal playstyle sits at low health while the shield keeps you alive. You are trading raw HP safety for shield uptime and much higher damage output.


Frost spells: Blizzard and Bridge

Blizzard is the main shield generator. It also crowds enemies together, so you get both control and a large chunk of shield each cast. Bridge fills the mobility gap, giving you a fast way to reposition while also adding shield.

Frost ability menu with Blizzard highlighted and bound to a mouse button
The Frost spell menu with Blizzard selected and assigned to a thumb mouse button.

If you want to lean even harder into the low-HP playstyle, Breeze or Glaze work as alternatives. They change how you generate and hold shield, but the goal stays the same, which is keeping the SP bar full enough for the damage Jokers to pay off.


Knuckle Dusters weapon upgrades

Weapon points go into raw output first. Prioritize Damage and Attack Speed, then spend what remains on Range. The right-click power move charges up and then deals high area-of-effect damage, so faster attacks also help you charge and swing more often.

UpgradeValuePriority
Damage+40%Highest
Attack Speed+40%Highest
Range+24%Remaining points

Weapon Jokers for the Knuckle Dusters

The weapon Jokers stack damage from three angles: reach, shield, and low health. Lunge widens your hitbox so more punches connect, All Mighty converts your shield into flat damage, and two copies of Berserker push melee damage up as your HP falls.

Mutation upgrade screen with the Lunge card selected and the upgrade limit reached
The Lunge card selected in the mutation screen after hitting the upgrade limit.
JokerEffect
Lunge+15% melee range and hitbox size
All Mighty+1% damage per 1 shield point, up to 80%
Berserker (x2)Up to +50% melee damage as your HP drops
Avalanche+15% damage while shielded
Heavy Weapon+10% damage, but +30% gravity while active
Panic Attack+20% damage for 3 sec after taking HP damage

Avalanche and Panic Attack round out the shield-and-low-HP theme, one rewarding you while shielded and the other spiking damage right after you take a hit. Heavy Weapon adds damage at the cost of extra gravity, so expect lower jumps while the Knuckle Dusters are active.


Secondary weapon: the Banjo

Slot the Banjo as your secondary weapon. It gives you a ranged option to fall back on when melee range is not ideal, without pulling focus from the Knuckle Dusters as your main damage source.

Weapon selection menu with the Banjo at level 89 and the Customize button shown
The Banjo selected as the secondary weapon in the loadout menu.

Hero upgrades in Bull’s Guidebook

Hero stats should protect your shield uptime and keep you mobile. Spell Cooldown Reduction lets you recast Frost more often, Health gives you a small safety buffer at low HP, and Speed plus Jump Height help you kite while the shield refills.

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

Note: the extra Jump Height matters more here than usual because Heavy Weapon adds gravity while the Knuckle Dusters are active, so the higher jump helps offset that penalty.


Hero Jokers that keep the shield up

The hero Jokers do two jobs. Death’s Dance slows how fast your shield decays, and Battlemage plus Apprentice cut spell cooldowns so you refill that shield faster. Last Bastion adds an emergency shield when you drop low, which fits perfectly with a low-HP playstyle.

Hero Jokers screen with Knuckle Down marked as limit reached in the tier tree
The hero Jokers screen with Knuckle Down showing a reached limit.
JokerEffect
Last Bastion+50 shield at 25% HP (60 sec cooldown)
Knuckle Down+10% melee damage
BattlemageEach kill cuts ongoing spell cooldowns by 0.5%
Apprentice-10% spell cooldown
Death’s DanceShield decreases 30% more slowly

How to know the build is working

The build is set up correctly when your SP bar refills faster than it drains during a fight. If Blizzard and Bridge come off cooldown quickly, your shield stays near full, and your punch damage climbs as your health drops, the loop is running as intended.

If the shield keeps bottoming out, the usual causes are casting Frost too rarely or ignoring the cooldown Jokers. Make sure Death’s Dance, Battlemage, and Apprentice are all slotted, since they are what let you sustain the shield instead of watching it drain between casts.

Run on Version 0.2.0.4 – D3512, this is a low-HP, high-shield melee setup rather than a traditional tank that soaks damage through raw health. Play it aggressively, stay in Frost range, and let the shield and Berserker scaling carry your Knuckle Dusters.