Discover everything you need to know about the best weapon tier list in Far Far West, including how to get and upgrade weapons.

Weapons in Far Far West are the combat tools you equip to fight enemies, including guns, bows, explosives, and special utility items. You don’t permanently loot weapons in missions, but you collect fragments and use them to unlock the weapon permanently. Choosing the best weapon is essential to eliminating the enemies in combat because decide your playstyle. We bring the best weapons tier list for Far Far West to help you find out which one to use on a battlefield.

How To Get Weapons

Weapons in Far Far West that you pick up during the runs are temporary. Unlike many shooters, you don’t permanently find weapons during missions. Permanent weapons must be unlocked and crafted using the required materials. Make your way to the Hub Locker or Saloon to get your hands on the weapon. Choose a specific weapon to unlock and collect the required materials, like fragments or gold. After that, you assemble it at the Weaponsmith.

How To Get Weapons

Weapons are unlocked mainly through weapon fragments. You can obtain them by simply playing missions, killing enemies, and completing objectives. The game lets you track only one weapon per run because only that gains fragment progress. Once unlocked, equip and use it to eliminate the enemies.

After collecting enough fragments, you must play Gold to fully unlock the weapon. Quad Cylinder, Shotgun, and Revolver are the best reliable weapons to unlock first. Splitting progress across multiple weapons can slow down the progress. They have levels, stat upgrades, and Joker slots, making them stronger over time.

How To Upgrade Weapons

After unlocking the weapons, the real progression begins in Far Far West. The objective is to use them in combat to deal damage, allowing you to earn XP. The more damage you deal, the more XP you gain. Use the weapon in a greater difficulty for faster leveling. I recommend spamming it on enemies or bosses and playing on the hardest difficulty you can survive.

How To Upgrade Weapons

Use the gold to improve its stats like damage, fire rate, reload speed, and ammo capacity. This can only be done at the Weaponsmith in the hub. Leveling up the weapons unlocks Joker Slots that act like modifiers. This adds elemental effects, triggers special abilities, and increases the damage. Make sure not to level multiple weapons at once because the XP gets split, making progression slower.

Best Weapons Tier List

Below is the best weapons tier list in Far Far West.

Tier Weapons
S-Tier Winchester (Repeater), Paterson Navy Revolver, Shotgun, Quad Cylinder
A-Tier Horse Bow, Golden Colt, Spitfire Revolving Sniper, Tomahawk, Minigun, Lightning Revolver
B-Tier Elephant Gun, Dynamite, Energite Bottle, Revolver (Starter)
C-Tier Boomerang, Throwing Stars

 

S-Tier

These weapons carry runs and dominate Nightmare difficulty. They can be used in any condition or against any enemy type in combat.

Winchester (Repeater)

Winchester (Repeater)

The Winchester Repeater is a primary lever-action rifle that is designed for balanced combat. This is stronger than fast pistols and faster than sniper-style rifles. It fires one shot at a time, and each shot cycles the weapon. The Winchester excels at mid-range combat and has consistent DPS across fights.

The weapon is balanced due to decent damage per shot, moderate fire rate, and reliable ammo capacity. Make sure to aim for weak points and don’t spam blindly. Manage the reload timing to keep the DPS consistent. Track this weapon in the menu and collect 6 weapon fragments to unlock it.

Paterson Navy Revolver

Paterson Navy Revolver

The Paterson Navy Revolver is a sidearm that can deal heavy burst damage and headshots during combat. This weapon is an elite kill or boss finisher in Far Far West due to the high headshot multiplier. Use this revolver to deal massive damage on headshots and elites faster than some primaries. This weapon can rapidly fire shots using fanning, converting it into a quick burst DPS machine.

I recommend using your primary weapon to handle enemies and switching to the Paterson Navy Revolver to land headshots. The Paterson works best when combined with Quad Cylinder, Minigun, or Winchester (Repeater). This weapon can work in every difficulty and scales well with skill and upgrades.

Shotgun

Shotgun

The Shotgun is a primary weapon in Far Far West and is designed for close-range combat. This firearm has one of the highest DPS weapons in the game, making it perfect for clearing enemies and melting bosses up close. It can fire multiple pellets per shot and has a magazine size of 10 shells.

Each shot fires multiple pellets around 9, and each deals damage individually. All pellets can hit the enemies in close range, but they miss in long range. You must reload one shell at a time, interrupt reload, and shoot anytime. The Shotgun becomes even stronger because Jokers apply per pellet on each hit.

Quad Cylinder

Quad Cylinder

The Quad Cylinder is a primary weapon that has fast-firing capabilities in combat. You start your journey with this weapon and upgrade it later to make it more effective and damage-dealing. It has a magazine size of 24 rounds and 57 DPS. This firearm fires very quickly in succession, making it best for continuous shooting. It wins by landing many shots quickly, which is excellent for clearing waves of enemies and consistent boss damage. The Quad Cylinder works at close, mid, and even some long range, but doesn’t require perfect aim.

A-Tier

Weapons in this tier are very good weapons, but need builds or conditions. They have minor limitations that can have a huge impact in combat while using them.

Horse Bow

Horse Bow

The Horse Bow is a charge-based bow that is mainly used for elemental synergy and mobility builds in Far Far West. You hold the fire button to charge the shot and release to fire an arrow towards the target. The longer you charge, the more damage you deal. This gives you control between fully charged shots and quick shots.

This secondary weapon also applies elemental effects like fire, acid, and electricity that work directly with your spell system. You shoot an arrow to create an elemental effect and combine it with spells to trigger combos. Don’t depend on it for pure damage, but use it to trigger combos and effects.

Golden Colt

A basic revolver-style handgun in Far Far West that can deal steady damage to enemies in combat. The Golden Colt can fire single shots per trigger pull, but has no special firing mode or charge system. This weapon can deal consistent damage per shot and works best against weakened enemies. However, it lacks high burst damage and scaling potential. Make sure to use it as a backup weapon when your primary is reloading.

Spitfire Revolving Sniper

The Spitfire Revolving Sniper is a primary weapon that has a sniper rifle & automatic revolver system. It comes with two modes (Scope + Iron Sight) to toggle between them in combat. Use the Scope mode for long-range precision and Iron Sight for close-range precision.

Tapping the fire has a 3-shot burst, and holding it gives full automatic shooting. This allows you to snipe like a rifle and spray like a fast-firing weapon. It fires extremely fast for a sniper and can output continuous DPS at range. The high accuracy and fast fire rate make it great for picking off priority targets.

Tomahawk

The Tomahawk is a throwable utility weapon that is used for close-range burst damage and quick kills in Far Far West. This melee-throw hybrid weapon lets you throw it at enemies to behave like a high-damage projectile melee weapon. It has no bullets, recoil, or impact damage in combat. I recommend using this weapon for weak enemies, finishing targets, or burst kills.

Like most throwables in Far Far West, you don’t spam it. This is super useful when enemies rush you, or you’re out of ammo. Tomahawk has limited uses and requires accuracy. Throw when enemies are low HP and save it only for emergencies.

Minigun

Minigun

A heavy, sustained-fire machine gun that has constant bullet output. This is not a burst or precision gun, but a dream stream weapon. Minigun spins up before firing and fires non-stop bullets once active. This weapon lets you create a constant wall of bullets rather than shooting in bursts. It has a magazine size of 300 bullets and is designed for long, sustained fights without reload pressure.

You can use this firearm in long boss fights and clear waves of enemies. Each bullet does very low damage, but the fire rate is constant. You can still move while firing, allowing you to reposition while maintaining pressure. This weapon can feel weak without upgrades and has individual bullet damage.

Lightning Revolver

Lightning Revolver

A secondary weapon in Far Far West that deals electric damage to enemies on a battlefield. This weapon is designed for status effects & spell synergy, making it a decent combo weapon. Each shot from this revolver applies electric damage that is effective against a cluster of enemies.

The Lightning Revolver becomes much stronger when paired with spells like AoE abilities and electric spells. You can use it to stun or disrupt waves of enemies and trigger chain electric effects to soften the enemies. Start a fight with the primary weapon and switch to Lightning Revolver to apply the electric effect.

B-Tier

These are the average weapons because they can’t be used in every situation or against any enemy. You can use them in the early or mid-game to tackle weak enemies.

Elephant Gun

The Elephant Gun is a large-caliber, high-damage shotgun-style rifle that deals extreme burst damage per shot. This weapon can fire very powerful single shots, and each one hits like a heavy blast. It is basically designed for burst damage instead of sustained fire.

Elephant Gun can hit very hard when it connects, but has limitations in performance. It works best for boss and high-health single targets in combat. We put it in the B-Tier due to inconsistent damage output, slow firing rate, and poor performance.

Dynamite

The Dynamite is a throwable explosive weapon in Far Far West that is used for area damage and destruction. This weapon is designed for burst AoE combat and utility, not for dealing massive damage to enemies. You equip dynamite like a throwable, activate it, and throw with a short arc. It explodes automatically after a short fuse delay. Use this utility weapon to deal massive damage in a radius and hit groups of enemies or bosses. It has limited use and is not effective for precise single-target DPS.

Energite Bottle

The Energite Bottle is a utility weapon that creates an energy field on impact against enemies in combat. You throw the bottle that breaks on impact to create a lingering energy zone. The enemies inside this zone are slowed, their movement becomes harder, and fighting becomes easier to control. The Energite Bottle is strongest when enemies rush in groups, or you need to hold a narrow path. You must use it for slowing pushes, protecting teammates, or controlling the battlefield. Avoid using it for damage output, boss bursting, or fighting enemies.

Revolver (Starter)

This is a default sidearm you begin the game with in Far Far West. This weapon is used for early-game learning and simple combat, but not for tougher fights. You fire one bullet per trigger pull and focus on basic aim and timing. It has moderate accuracy and low damage compared to upgraded weapons. This weapon has a small magazine compared to primaries and requires frequent reloads during fights. You can use it to finish weak enemies and support your main weapon.

C-Tier

Weapons in this last tier are not proper damage-dealing weapons, but a throwable to distract enemy attacks or position. You must use them when your primary weapons are out of ammo.

Boomerang

Boomerang

The Boomerang is a throwable, returning projectile weapon that offers continuous utility damage and support play. This secondary weapon lets you throw it forward towards the enemies. After that, it automatically returns to you while hitting enemies multiple times. No reload or ammo is required to use the Boomerang, as it’s always available once equipped. This is best for continuous wave fights, choke point pressure, and elemental build triggering.

Throwing Stars

The Throwing Stars are a secondary weapon that is designed for quick hits and light damage, not heavy DPS. This silent, throwable projectile weapon can hit enemies on contact and disappear. You throw small star-shaped blades to let them travel quickly in a straight path. This is useful for stealthy or low-detection situations, making it ideal for eliminating weak enemies. Throwing Stars can be thrown quickly in succession to apply pressure while repositioning. This lowest-tier weapon is poor against tough enemies and has no area damage.

Hi, I’m Ali. I started gaming with Max Payne, and it set the tone for my interest in darker, more immersive experiences. I mostly play soulslikes, RPGs, and FPS titles that focus on tight mechanics and pacing.

I have a strong appreciation for game soundtracks and how they shape the overall experience. I’m also a long-time horror fan, across both games and films, with a preference for atmosphere-driven storytelling. This space reflects that passion, exploring games through both their mechanics and the atmosphere they create.

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