Far Far West Weapons Tier List: Best Weapons to Use

Far Far West Weapons Tier List: Best Weapons to Use

I remember the moment the Minigun spit fire across the plaza and the screen went quiet except for the hum of its barrels. You felt the world tilt—every decision from there on was literal life or death. I leaned back, counted options, and chose the gun that would let me keep playing.

I’ve spent hours testing Far Far West’s five primary weapons so you don’t have to. Each changes how you move, where you stand, and which spells make you feel broken in the best possible way. The game is on Steam for $19.99 (€18) and plays smoothly on PC, Xbox Series X, and PlayStation 5, so gear and platform choices matter when you’re trying to replicate these runs.

I heard a neighbor brag that their Shotgun cleared a whole map — Far Far West weapons tier list

Two tiers, five mains: nothing here is junk, but some guns will save your runs more often than others. I split the list into S and A to keep recommendations simple and practical. You’ll notice upgrades lift each gun closer to the next tier, and I haven’t yet acquired the Leveredge, so I’ll add it once I can test it on Steam builds and on a Series X stress test.

The Long Ranger in Far Far West
Screenshot by Moyens I/O

Which is the best weapon in Far Far West?

Short answer: context matters, but a Minigun or Shotgun will bail you out of most binds. The Minigun dominates in sustained fights and crowd control; the Shotgun rules close quarters and aggressive builds. Pick the Minigun when you can find a defensible spot; pick the Shotgun when you’re running an in-your-face spell loadout.

S-tier

  • Minigun: The Minigun is the clearest example of a game-changer. Massive ammo pool, high rate of fire, and piercing shots that shred clusters and bosses. It slows your movement, so your positioning must be disciplined—hold a chokepoint or force enemies to funnel past you. The Minigun tears through crowds like a buzzsaw through dry wood.
  • Shotgun: If you play aggressive, the Shotgun will feel like cheating. Poor long-range accuracy? Irrelevant when you’re inside an enemy’s face. Most mid-tier foes die in a single well-placed blast, and wave clear is painfully fast. Treat the Shotgun as your panic button and your best friend when rooms are tight.

What should I start with?

Begin with the Quad Cylinder. It’s forgiving, accurate, and fast—good for learning enemy timings and spell synergies. You’ll outgrow it as your build sharpens, but it’s the easiest bridge from “I’m learning the map” to “I can speedrun this area.”

A-tier

  • Quad Cylinder: The jack-of-many-trades. Fast shots, reliable accuracy, fits most builds. It lacks a defining specialty; upgrades can push it toward S-level performance, but it never feels dramatic. Use it until your kit demands a specialty weapon.
  • Long Ranger: The sniper rifle for players who can hold distance and control sightlines. One shot lands, and oftentimes that’s the end of an encounter. It’s fragile in close-quarters play and mismatches certain spells, but from the right perch it hits targets like a laser-guided arrow.

There are sidearms, but they behave like emergency tools: useful when you’re out of primary ammo or swarmed, otherwise redundant. You’ll spend most of your runs with a primary weapon and adjust spells to shore up weaknesses.

Is the Minigun worth it?

Yes, if you accept the tradeoffs. Holding a Minigun forces you to control space and respect angles. On Steam or while streaming to Twitch, you’ll see runs end faster with it—but it asks for strategic thought in exchange for brute force.

I haven’t tested the Leveredge yet; once I do I’ll slot it based on damage, mobility cost, and how it pairs with the core spell tree. Until then, focus on which weapon answers your most common problems: crowd control, single-target damage, or flexible handling. Which gun will you swear by after your next run?