Far Far West gives you five primary weapons and five sidearms, and only a handful pull ahead once difficulty scales up. The strongest picks reward consistent damage, controllable spacing, and clean synergy with the Pyro, Acid, and Electric spell trees. Everything below is grounded in the live weapon roster and how each gun behaves once you start unlocking Joker slots.
Quick answer: The Minigun and Shotgun are the top primaries for raw clearing power, the Quad Cylinder is the safest all-rounder, the Long Ranger is the best precision pick, and the Revolver and Bow are the strongest sidearms once you slot elemental Jokers.

Best primary weapons in Far Far West
Primaries cover sustained damage and wave clearing. There are five total: Quad Cylinder, Shotgun, Long Ranger, Minigun, and Leveredge. Each fills a different role, and the right choice depends on whether you lean toward crowd control, single-target burst, or mid-range consistency.
| Weapon | Tier | Role | Why it works |
|---|---|---|---|
| Minigun | S | Sustained DPS, bosses | Massive 300-round magazine, piercing shots, top damage output once positioned. |
| Shotgun | S | Close-range wave clear | One-shots most trash; the pellets-per-missing-bullet Joker turns it into a boss threat. |
| Leveredge | S/A | Single-target rifle | Pinpoint accurate, easy crits, scales hard with fire-rate upgrades. |
| Long Ranger | A | Precision sniper | Auto-sniper feel, deletes flying enemies and elites at range. |
| Quad Cylinder | A | Starter all-rounder | High fire rate, generous mag, becomes a precision rifle with the Aiming Burst Joker. |
Minigun. The clearest pick once you commit to a stationary, sustained-fire build. The 300-round magazine and piercing rounds let you tear through dense waves and chip bosses without reloading mid-fight. Movement speed drops while firing, so position your back against terrain or cover before you spin up.
Shotgun. The strongest option for aggressive close-range play. It one-shots most standard enemies and clears tight rooms quickly. The damage cliff is real if pellets don't all connect, so it rewards committing to point-blank range rather than poking from medium distance.

Leveredge. A lever-action rifle with high single-target damage. You can hold the trigger rather than tap for full fire rate, and it crits reliably on weak spots. Best paired with a crowd-clearing sidearm or spell setup so trash mobs do not overwhelm you.
Long Ranger. The dedicated marksman primary. Heavy per-shot damage and excellent reach make it ideal for elites and airborne snipers. The Mind Shot Joker turns weak-spot hits into explosions, which extends its value into smaller crowds.
Quad Cylinder. Your starting weapon and the safest first investment. It carries varied situations without forcing a narrow playstyle, which is why it is the most forgiving primary while you learn boss patterns and spell timing. The Aiming Burst Joker converts it into a laser-accurate precision rifle when you ADS.

Best sidearms in Far Far West
Sidearms exist primarily to apply elemental procs and cover ammo gaps. You assign Pyro, Acid, or Electric to a sidearm to set up combos with your spells. Pyro deals the highest continuous tick damage, Acid slows enemies and amplifies follow-up hits, and Electric chains between grouped targets.
| Sidearm | Tier | Best use |
|---|---|---|
| Revolver | S | Default elemental enabler; pairs with Acid or Electric for explosive procs. |
| Bow | A/S | Long-range single target; becomes AoE with the endgame Joker. |
| Boomerang | A | No ammo cost, returns to you, strong for sustained pressure. |
| Dual Revolvers | A | Throwables that explode in an assigned element; spell-combo focused. |
| Sheriff Stars | B | Refillable thrown weapon; benefits heavily from pickup-range upgrades. |
Revolver. The best general-purpose sidearm. Stack percent damage and an elemental Joker, prime enemies with an Electric proc, and follow up with revolver shots to detonate them. It is the most reliable enabler for spell-combo builds.
Bow. Highly accurate when aimed and very fast with the Bend Speed upgrade. It starts as a single-target tool and scales into an AoE weapon once you pick up the endgame Joker card. Strong inside spell-heavy builds that proc large elemental fields.

Boomerang. Uses no ammo, which removes the most common reason secondaries fall off late. It is one of the most consistent picks for long missions where ammo economy collapses.
Dual Revolvers. Thrown like grenades, they explode in your assigned element. They shine in builds that punish elemental procs, particularly Acid-and-Pyro chains where ignited acid-blighted enemies detonate.
Sheriff Stars. Shuriken-style thrown weapons that embed and can be picked back up to refill ammo mid-fight. They depend heavily on the pickup-range Joker; without it, you have to walk close to retrieve every star, which kneecaps the weapon.

How to unlock weapons
You start with the Quad Cylinder and the Revolver. Every other weapon is built from Fragments collected during missions, then assembled at the Weaponsmith. The unlock cost and pacing are the same for every weapon.
Step 1: Open the weapons manager in the Saloon and press Track Fragments on the weapon you want. Only one weapon can be tracked per mission, so commit to a single target.

Step 2: Run missions to collect Fragments. Bosses always drop one Fragment on kill, and additional Fragments appear at anvil/forge stations marked by a hammer icon on the mission map.
Step 3: Collect six Fragments total to complete the blueprint, then take it to the Weaponsmith and pay 500 Gold to assemble the weapon. It then becomes selectable in your loadout.

You will know the unlock worked when the weapon appears as an equippable option in the primary or secondary slot rather than as a tracked blueprint.
How to upgrade weapons effectively
Unlocking a weapon is the floor, not the ceiling. The real power spike comes from leveling it and unlocking Joker Slots, which add elemental effects and specialized buffs. Two systems run in parallel: Weapon XP from combat damage, and Gold spent at the Weaponsmith for base-stat improvements.
- Weapon XP scales with damage dealt, so passive carry while spells do the work earns nothing. Use the weapon you are leveling.
- Higher difficulty improves XP returns, but only if you actually clear the run. Failed runs cancel out the XP advantage.
- Do not split progress across four weapons. Leveling one to its first Joker Slot is a bigger power gain than half-leveling several.
- Spend Gold on damage first for almost every primary, then on fire rate or reload depending on the weapon's role.
Best loadouts by playstyle
| Playstyle | Primary | Sidearm | Element |
|---|---|---|---|
| Solo all-purpose | Quad Cylinder | Revolver | Electric |
| Aggressive close range | Shotgun | Boomerang | Pyro |
| Boss hunter | Long Ranger or Leveredge | Revolver | Acid |
| Sustained DPS | Minigun | Sheriff Stars | Electric |
| Spell combo | Leveredge | Dual Revolvers | Acid |
Solo runs reward consistency, so pick the Quad Cylinder or Long Ranger as your primary and lean on the Revolver for elemental procs. Co-op opens up specialization. The Shotgun and Minigun get noticeably stronger when a teammate pulls aggro, and the Long Ranger pairs well with a frontline that forces bosses into predictable lines.
The simplest rule across every difficulty is to build around one repeatable interaction. Mid-range damage with Acid procs, close-range Shotgun pressure with team backup, or precision shots with utility spells all work. Trying to cover every range and role at once produces a weaker loadout, not a more flexible one.