The minigun in Far Far West is the strongest sustained-damage primary in the game, but it punishes sloppy play. Long spin-up, a heavy movement penalty, and a fixed ammo pool mean a working build has to solve three problems at once: keep the barrels fed, scale fire rate beyond the base ceiling, and let you survive while you stand still and dump rounds.
Quick answer: Run the minigun with Frenzy Spin as the unique, double up on Ammo Supply (3-slot) for sustain, add Lucky Strike or Explosive Rounds for damage scaling, and pair it with Sheriff Stars as a no-ammo secondary. Prioritize Fire Rate, then Ammo Capacity, then Damage at the Weaponsmith.

Core minigun build (loadout summary)
The build is built around one idea: keep the kill counter above 10 so Frenzy Spin doubles your fire rate, and never run dry while doing it. Everything else either feeds that loop or covers its weak spots (mobility, boss weak points, healing).
| Slot | Pick | Why |
|---|---|---|
| Primary | Minigun | Highest sustained DPS once Frenzy Spin is online |
| Secondary | Sheriff Stars | No reserve ammo, refillable mid-fight, covers spin-up gap |
| Utility | Ammo Pack | Hard reset for ammo when the minigun runs dry |
| Spells | Voodoo (Drain) + Lightning Strike + Bandito or Pistolero turret | Heal-on-damage, weak-point detonations, free DPS while you reload |
If you want pure boss burn instead of horde control, swap Sheriff Stars for the Bow with Ultra Draw and use the bow only for spawners and bosses while the minigun handles waves.
Joker setup for the minigun
Weapons hold up to 14 joker points by default and expand past that after Prestige. The build below fits in 14 points and assumes the minigun is at level 50, where its Unique slot opens.
| Joker | Cost | Effect | Role |
|---|---|---|---|
| Frenzy Spin (Unique) | 5 | +100% fire rate while kill counter is above 10 | Core scaler |
| Ammo Supply ×2 (Prime) | 3 + 3 | 5% per copy for enemies to drop an ammo box on death | Sustain |
| Lucky Strike (Prime) | 3 | 10% chance to deal double damage | Damage scaling |
That fills the 14-point budget cleanly. If you have an extra slot from Prestige, add a second Lucky Strike or Explosive Rounds (Elec) for AoE detonation when paired with elemental sidearm shots. Elemental Spin is a viable alternative Unique if you build for status spread instead of raw fire rate, but Frenzy Spin gives the bigger DPS ceiling.

Hero jokers
Character slots cap at 16 points. The hero side covers the things the gun cannot: movement speed (because the minigun slows you), survivability while standing still, and weak-point healing.
| Joker | Cost | Effect |
|---|---|---|
| Run & Gun ×3 (Fine) | 2 + 2 + 2 | +30% move speed while shooting per copy, up to +90% |
| Speedster (Mythic) | 5 | Damage and fire rate scale with movement speed |
| Bell Shot ×2 (Fine) | 2 + 2 | 5% per copy on weakspot hit to summon a healing ghost bell |
Stacked Run & Gun copies push movement speed high enough that Speedster reaches its damage and fire-rate cap, which compounds with Frenzy Spin. The Bell Shot pair gives a 10% effective heal proc on weak-point hits, which a high fire-rate weapon hits often. If you cannot afford Speedster yet, replace it with Healthy Boi for a flat +20% to fire rate while at full HP, and lean on the bells to stay topped off.
Stat priorities at the Weaponsmith
Minigun "clip size" is functionally your total ammo capacity, not a magazine. That changes how you spend gold.
| Priority | Stat | Reason |
|---|---|---|
| 1 | Fire Rate | Multiplies with Frenzy Spin and Speedster |
| 2 | Ammo Capacity | Longer windows before ammo boxes are needed |
| 3 | Damage | Flat scaling once fire rate is capped out |
| 4 | Reload Speed | Minor; matters mainly during boss phases |
| 5 | Draw Speed | Useful when swapping to Sheriff Stars to keep pressure |
On the hero side, push HP early. Regen and Bell Shot heals are flat values, so a larger pool means each proc covers a bigger share of incoming damage. Add Ammo Capacity on the character once weapon stats start hitting diminishing returns.

How to play the build
Step 1: Pre-spin before fights. Hold the aim button to spin the barrels without firing. Walk into a boss arena or a wave spawn already at full RPM so the first shot lands at maximum fire rate.
Step 2: Tighten spread by aiming while firing. At top speed the reticle visibly shakes, but the actual bullet spread compresses. This is the only way to land consistent weak-point hits on bosses, which is what triggers Bell Shot heals.
Step 3: Open every fight on trash to bank kills fast. Frenzy Spin needs 10 kills on the counter before it activates, so prioritize the ad waves a boss summons before committing your full clip to the boss itself.
Step 4: Swap to Sheriff Stars during reloads or when ammo boxes are not dropping. Stars do not draw from the minigun's reserve, and you can pick them back up to refill mid-fight. Drop your Ammo Pack utility before swapping back if reserves are below roughly a third.
Step 5: Apply elemental status with spells, not the minigun. Lightning Strike on a Pistolero or Bandito turret spreads damage in a star pattern that breaks ghost houses and clears clusters while you sustain fire on a single target.

Spell setup
Three spell slots cover what the minigun cannot. Voodoo Drain pulls HP back when you take chip damage from skeletons and ranged adds. Lightning Strike handles spawners and ghost houses without forcing you to reposition. The third slot is flexible: Fireball detonates gold ore for crafting materials, Ritual gives the team a heal anchor in co-op, and Bandito is the strongest passive damage spell when you imbue it with electricity through your sidearm.
If you stack multiple voodoo spells, they share the life-steal interaction, which keeps the build alive through long fights where you cannot leave the firing position.
Friendly fire and co-op notes
Friendly fire is fully on. The minigun's high RPM combined with elemental procs from a sidearm or spell can wipe a teammate standing in a fire or acid pool, because elemental statuses chain into explosions on death. Watch for teammates standing in your spell puddles before you open up.
In co-op, give priority on Ammo Pack pickups to whoever is running the minigun. Hand health drops to a Voodoo support player who is keeping the squad alive, since their cooldowns repay the favor across the whole team.

Common reasons the build underperforms
- Frenzy Spin never activates because you opened on the boss instead of clearing the ad wave first.
- Run & Gun is not stacked to three copies, so Speedster does not reach its cap and the fire-rate bonus stays flat.
- Stat gold is going into Damage before Fire Rate, which wastes the multiplicative scaling from Frenzy Spin.
- You are firing without holding aim, so weak-point hits miss and Bell Shot never procs.
- The minigun is below level 50, which means the Unique slot is locked and Frenzy Spin is unavailable.
The minigun build is most effective once both the weapon and your hero clear level 50, and you have a Prestige rank to widen the joker budget. Below those thresholds, the same loadout still works but leans harder on Sheriff Stars and Ammo Pack sustain to cover the missing fire-rate scaling.