Far Far West Weapon Tier List: Stop Bringing a Boomerang to a Minigun Fight

If you want to survive the robotic cowboy onslaught, you need to know exactly which guns will melt scrap metal and which ones will get you sent six feet under.

First-person gameplay in Far Far West showing a player wielding a mechanical weapon toward a glowing green neon Saloon amidst floating orbs and a supernatural sandstorm.

Far Far West drops you right into the middle of a chaotic frontier where subtlety holds zero value and loud explosions solve every problem. Between slinging spells and barely surviving massive waves of enemies, your choice of weaponry determines whether you walk away rich or end up as a permanent stain on the saloon floor. I spent hours testing every single gun, explosive, and projectile in the game to figure out what actually works when the pressure is on. Some of these weapons feel like an absolute cheat code. Others require a high degree of finesse to yield results. Then you have the gear that belongs straight in the trash.

Before you waste your hard-earned resources upgrading the wrong sidearm, pay attention to how these tools actually function in combat. I highly recommend learning a few Far Far West spell combos to pair with these firearms, as relying on bullets alone will eventually get you cornered. If you are struggling to afford the top-tier guns I mention below, my Far Far West beginner guide covers the absolute basics of building up your gold stash early.

How I Ranked the Arsenal

I evaluated every weapon based on sheer stopping power, crowd control capabilities, and reliability during tough encounters. My S-Tier weapons dominate most fights with minimal downsides. The A-Tier options are incredibly strong but might require better positioning on your part. The B-Tier gear is dependable yet often outclassed by the heavier hitters. Finally, the C-Tier weapons are strictly niche tools that will struggle to keep you alive when the difficulty ramps up. Before you spend all your gold on new unlocks, make sure you have checked for any active Far Far West promo codes to give your inventory an easy boost.

S-Tier: The Unstoppable Force

These are the absolute best weapons you can equip. They completely trivialize most enemy encounters and provide massive advantages in both damage and crowd control.

Weapon Name Weapon Type Description
Elephant Gun Primary A huge rifle that can sometimes one-shot even the toughest bosses. Extremely high damage.
Minigun Primary Fires nonstop bullets and melts large groups of enemies quickly. Great for crowd control.
Shotgun Primary Devastating up close, perfect for clearing groups in tight spaces.

Elephant Gun

Before you waste your time chipping away at a boss health bar with standard rifles, you need to grab the Elephant Gun. This huge primary rifle delivers extremely high damage with every single trigger pull. During my testing, I found that it can sometimes one-shot even the toughest bosses in the entire game. You trade rate of fire for pure, unadulterated stopping power.

Minigun

When the screen fills up with robotic threats, precision aiming goes out the window. The Minigun solves the problem of being outnumbered by firing nonstop bullets. It melts large groups of enemies remarkably fast and stands out as a top-tier option for crowd control. You point it at the problem, hold the trigger, and watch the scrap metal fly.

Shotgun

I have the Shotgun at the top of the list because close quarters combat is inevitable. You will get backed into a corner eventually. This primary weapon is devastating up close and is completely perfect for clearing groups in tight spaces. When an ambush happens, the Shotgun guarantees you can blast your way to a safer position without breaking a sweat.

A-Tier: The Reliable Peacemakers

These options provide fantastic utility and raw damage. They sit just below the S-Tier because they require slightly more situational awareness to reach their maximum potential.

Weapon Name Weapon Type Description
Spitfire Revolving Sniper Primary Works like an automatic sniper, letting you quickly pick off enemies from far away.
Paterson Navy Revolver Sidearm High headshot damage and fast fanning make it great for quick kills.
Energite Bottle Utility Creates an energy field that slows or blocks enemies in an area.
Dynamite Utility Simple but powerful explosive that wipes out tightly packed enemy groups.
Winchester (Repeater) Primary Balanced rifle with steady damage and good range. Works in most situations.

Spitfire Revolving Sniper

This primary weapon works exactly like an automatic sniper. It lets you quickly pick off enemies from far away without sacrificing too much rate of fire. If you prefer keeping your distance and systematically dismantling threats before they reach your position, the Spitfire is a highly reliable choice.

Paterson Navy Revolver

A sidearm needs to save your life when your primary magazine runs dry. The Paterson Navy Revolver features incredibly high headshot damage and fast fanning capabilities. This exact combination makes it great for quick kills when an enemy manages to slip past your main line of defense.

Energite Bottle

Sometimes you need to control the battlefield rather than just shooting at it blindly. The Energite Bottle is a utility item that creates a persistent energy field. This field slows or completely blocks enemies in a designated area. Before you get overrun by a swarm, toss one of these down to create a vital choke point.

Dynamite

I dropped Dynamite down a peg from the absolute top tier simply because it requires you to group your targets to maximize the damage. It remains a simple but powerful utility explosive that entirely wipes out tightly packed enemy groups. Toss it into a dense crowd and the resulting blast handles the rest.

Winchester (Repeater)

I bumped the Winchester up to the A-Tier because versatility keeps you alive on the frontier. It acts as a perfectly balanced primary rifle with steady damage and good range. It genuinely works well in most situations, meaning you never feel like you are holding the wrong gun for the job.

B-Tier: The Middle of the Road

You can comfortably clear a good chunk of content with these weapons. However, they generally require specific character builds to truly shine and are easily outclassed by higher-tier alternatives.

Weapon Name Weapon Type Description
Quad Cylinder Primary Mixes rifle and shotgun traits for strong burst damage at medium range.
Horse Bow Primary Mobile weapon that works well on horseback and supports elemental arrows.
Lightning Revolver Sidearm Deals electric damage and works well with lightning-based builds.
Golden Colt Sidearm Reliable handgun with steady damage, good for finishing enemies.
Tomahawk Utility Heavy throwing axe that hits hard and can be picked up after throwing.

Quad Cylinder

This primary weapon mixes rifle and shotgun traits for strong burst damage at medium range. It drops to the B-Tier because it tries to do two jobs at once without truly mastering either of them. It hits hard, but you often find yourself wishing you just had a dedicated Shotgun equipped instead.

Horse Bow

The Horse Bow is a highly mobile primary weapon that works wonderfully while you are riding on horseback. It also supports elemental arrows for added utility. The main drawback is that aiming a bow under heavy fire takes significantly more effort than simply holding down the trigger on a repeater.

Lightning Revolver

If you commit to a specific elemental loadout, the Lightning Revolver has massive potential. This sidearm deals electric damage and works incredibly well with lightning-based builds. Outside of those specific loadouts, its raw damage output simply struggles to compete with the Paterson Navy Revolver.

Golden Colt

The Golden Colt is exactly what it sounds like. It acts as a reliable handgun with steady damage that is definitively good for finishing off weakened enemies. It looks flashy, but it severely lacks the overwhelming burst damage needed to deal with larger threats on its own.

Tomahawk

This heavy throwing axe hits extremely hard and offers a unique mechanic where it can be picked up after you throw it. Retrieving your utility weapon sounds great on paper, but running into a group of angry enemies just to pick up your axe is a very easy way to get yourself killed.

C-Tier: The Junk Drawer

Keep these weapons holstered unless you absolutely have zero other options. They are strictly early game placeholders or niche novelties that fail to deliver when the difficulty spikes.

Weapon Name Weapon Type Description
Revolver (Starter) Sidearm Basic pistol. Reliable early on, but quickly gets outclassed.
Boomerang Sidearm Returns after being thrown, offering a unique but limited ranged option.
Throwing Stars Sidearm Fast and quiet projectiles, best for quick hits rather than heavy damage.

Revolver (Starter)

Everyone starts their journey with this basic pistol in their holster. It functions as a reliable sidearm very early on when you are only facing weak opponents. However, it quickly gets outclassed by literally every other gun you find. Do not waste your resources upgrading this weapon. The moment you find a new gun in the dirt, throw this starter pistol away and never look back.

Boomerang

The Boomerang returns to you after being thrown, which offers a very unique ranged option. Unfortunately, it is extremely limited in its actual combat application. A returning piece of wood simply does not match the stopping power of a heavy caliber bullet when you are fighting for your life.

Throwing Stars

Before you try to play the role of a silent ninja in a world dominated by industrial machinery, recognize that quiet weapons will get you eliminated. These sidearm projectiles are fast and completely silent. They are definitively best for quick hits rather than delivering any sort of heavy, sustained damage. When a massive mechanical outlaw is bearing down on your position, a quiet piece of metal is completely useless. You need explosions, and the Throwing Stars fail to deliver the necessary chaos.

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