Far Far West is a game where robot‑cowboys decide that subtlety is overrated and solve every problem with big guns and loud explosions. Between magic and surviving waves of enemies, weapon choice shifts from a fun option to an absolute survival necessity.
Some guns feel like cheating, others require more skill, and some simply set the mood. The key is knowing what’s what before you find yourself knee‑deep in enemies with no options. This tier‑list breaks down every weapon in the game and ranks them by effectiveness so you spend less time guessing and more time—creating trouble.
The game is in early access at the time of writing, so the information below may change over time.
Complete Weapon Tier‑List
Here is the best weaponry in Far Far West, ranked by overall effectiveness.
How Our Tiers Work
A brief description of each tier so you can better understand which weapons to prioritize.
- S‑Tier: The best weapons in the game. They dominate most encounters with minimal drawbacks and are incredibly effective in both solo and co‑op play.
- A‑Tier: Reliable, strong options that perform well in most situations but may require positioning, skill, or synergy to reach their full potential.
- B‑Tier: Solid mid‑level weapons. They’re consistent but fall short of higher‑tier options or need specific builds to shine.
- C‑Tier: Niche or early‑game weapons that struggle in tougher fights. They can still be useful but generally lag behind other choices.
S‑Tier Weapons
The top‑tier weapons in Far Far West that you should hunt for first.
Elephant Gun — Primary weapon. A massive rifle capable of one‑shot kills on even the toughest bosses. Boasts extremely high damage.
Minigun — Primary weapon. Fires continuously, quickly wiping out large groups of enemies. Excellent for crowd control.
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Dynamite — Secondary weapon. Simple yet powerful explosives that clear tightly packed enemy clusters.
A‑Tier Weapons
A‑Tier weapons in Far Far West.
Spitfire Revolving Sniper — Primary weapon. Functions like an automatic sniper rifle, allowing rapid long‑range takedowns.
Quad Cylinder — Primary weapon. Blends rifle and shotgun traits for a powerful, explosive hit at medium range.
Shotgun — Primary weapon. Devastating up close, perfect for clearing groups in tight spaces.
Paterson Navy Revolver — Secondary weapon. High headshot damage and fast fire rate make it great for quick kills.
Energite Bottle — Secondary weapon. Generates an energy field that slows or blocks enemies within its area.
B‑Tier Weapons
B‑Tier weapons in Far Far West.
- Winchester — Primary weapon. A balanced rifle with steady damage and good range. Works well in most situations.
- Horse Bow — Primary weapon. A mobile bow that performs nicely while mounted and supports elemental arrows.
- Lightning Revolver — Secondary weapon. Deals electric damage and synergizes well with lightning builds.
- Golden Colt — Secondary weapon. A reliable pistol with consistent damage, good for finishing off foes.
- Tomahawk — Secondary weapon. A heavy throwing axe that deals high damage and can be retrieved after the throw.
C‑Tier Weapons
C‑Tier weapons in Far Far West.
- Revolver (starter) — Secondary weapon. Basic pistol. Dependable at the start but quickly becomes outdated.
- Boomerang — Secondary weapon. Returns after being thrown, offering a unique but limited ranged option.
- Throwing Stars — Secondary weapon. Fast and quiet projectiles, best for quick hits rather than heavy damage.





