The Revolver is the strongest all-round secondary in Far Far West. It carries elemental rounds, lands clean weakpoint hits, and scales with the same damage, draw speed, and lifesteal upgrades that anchor most loadouts. Other sidearms have specialist niches, but the Revolver fits any primary weapon and any spell setup without rework.
Quick answer: Equip the Revolver as your secondary, set its element to match your spell combos (Pyro for raw damage, Electric for chain clears, Acid for kiting), and prioritize damage, draw speed, and lifesteal upgrades.

Why the Revolver wins the secondary slot
The Revolver is the starting sidearm, but it stays meta deep into Nightmare runs. Its six-shot cylinder hits hard for a secondary, weakpoint damage scales aggressively with investment, and the elemental round system lets it apply Pyro, Acid, or Electric ticks independently of the shot's base damage. That means a fast Revolver with a low-tier element still feeds spell combos as effectively as a slower, higher-base sidearm.
It also avoids the failure modes that drop other sidearms in tier rankings. The Bow needs charge windows. Dual Revolvers shine on trash but fall off against elites. The Boomerang and Sheriff Stars cap out on stopping power. The Revolver simply works in every encounter type, which is the property a backup weapon needs.
Sidearm tier order in Far Far West
| Sidearm | Tier | Best use |
|---|---|---|
| Revolver | Best in slot | Elemental application, weakpoint damage, all-purpose backup |
| Bow | Strong (situational) | Charged AoE puddles for elemental spell combos and spawner clears |
| Dual Revolvers | Strong (trash) | Explosive reload throws for crowd damage and lifesteal |
| Boomerang | Niche | Lifesteal and primary ammo generation on builds that need uptime |
| Sheriff Stars | Niche | Mobility-first runs that lean on near-unlimited ammo |

Element choice on the Revolver
Each elemental round behaves differently and applies its tick rate independently of the shot's damage roll. Pick the element that pairs with your spell loadout and the enemies you struggle with the most.
| Element | Effect | When to pick it |
|---|---|---|
| Pyro | 2 damage per tick, pure DPS | Boss damage, single-target burst, fire spell combos |
| Acid | 1 damage per tick, slows the target | Kiting elites, surviving Nightmare melee pressure |
| Electric | 1 damage per tick, high chain chance | Dense trash waves, lightning spell combos, healing-candle bow synergy |
Upgrade priority for the Revolver
Step 1: Push damage first. Weakpoint damage scales hard on the Revolver, so flat damage points are the most efficient gold spend before any utility node.
Step 2: Raise draw speed. Faster draws mean you can swap to the Revolver mid-fight to apply an element tick or finish a wounded elite, then return to your primary without losing trigger uptime.
Step 3: Take lifesteal. Lifesteal on a sidearm covers the moments when your primary is reloading, and you are forced to peek. It is the cleanest survivability node for solo play, where there is no teammate pulling aggro.
Step 4: Add reserve ammo and reload speed only after damage, draw speed, and lifesteal are filled. The Revolver's six-shot cylinder rarely runs dry mid-fight if you swap weapons correctly.

When to pick a different secondary
The Revolver loses ground in two specific build paths. The first is the West Wizard build that revolves around the Horse Bow's elemental puddles and mounted mobility. If your spells are Acid Rain or Lightning Strike and you want elemental fields covering the whole arena, the Bow's charged shots feed that combo better than single Revolver bullets.
The second is a Shotgun-primary trash run where you want the Dual Revolvers' explosive reload to handle clusters while your Shotgun reloads. In that loadout, fire-element Dual Revolvers paired with Acid Rain create chain explosions that the Revolver cannot match on raw clear speed.
Outside those two builds, the Revolver remains the safer secondary. It handles bosses, elites, and trash without needing a specific spell or primary to function.

Common reasons the Revolver feels weak
- Element mismatch with your spells. Running Pyro Revolver alongside Lightning Strike loses the combo damage that Electric rounds would trigger.
- No damage investment. The starter Revolver feels mediocre because most players spread upgrades across every weapon. Concentrating gold into a single Revolver build flips it from filler to primary-tier output.
- Using it as a panic swap only. Treating the Revolver as an emergency backup wastes the elemental ticks. Lead with it on elites, then return to your primary.
Lock the Revolver in, match its element to your spell loadout, and commit gold to damage, draw speed, and lifesteal in that order. The other sidearms have their windows, but the Revolver is the one secondary that does not need a specific build to carry its weight on every contract.