Far West What happens when robot cowboys decide subtlety is overrated and solve every problem with big guns and loud explosions. Between spell-slinging and barely surviving waves of enemies, your weapon choices are absolutely essential to surviving the fun.
Some guns feel like cheating, others require a bit more finesse, and some are just here for the vibes. You're knee deep in enemies and out of options before you know which one to move. This level list breaks down every weapon in the game and ranks them by how well they perform, so you can spend less time guessing and more time causing problems with aiming.
This game is in early access, at the time of writing, so the information below may change over time.
Complete weapon tier list
Here are the best weapons in the Far Far West, ranked by overall effectiveness.
How our levels work
Here's a quick breakdown of how each tier is ranked so you can better understand which weapons are worth prioritizing.
- S-Tier: The best weapon in the game. These dominate most encounters with minimal downsides and are incredibly effective in both solo and co-op play.
- A-Tier: Strong, reliable choices that perform well in most situations but may require some positioning, skill, or synergy to reach their full potential.
- B-Tier: Solid, middle-of-the-road weapons. These are reliable but tend to be outclassed by higher-end options or require specific builds to shine.
- C-Tier: Niche or early-game weapons that struggle to keep up in tough encounters. They can still be useful, but are usually outperformed by other options.
S tier weapon
|
Name of weapon |
Type of weapon |
Description |
|---|---|---|
|
elephant gun |
Primary |
A massive rifle that can sometimes one-shot even the toughest bosses. Extremely high damage. |
|
Minigun |
Primary |
Nonstop bullets fire and melt large groups of enemies quickly. Great for crowd control. |
|
Dynamite |
utility |
A simple but powerful explosive that wipes out tightly packed enemy groups. |
A tier weapon
|
Name of weapon |
Type of weapon |
Description |
|---|---|---|
|
Spitfire rotating sniper |
Primary |
Works like an automatic sniper, letting you quickly pick off enemies from a distance. |
|
Quad cylinder |
Primary |
Blends rifle and shotgun characteristics for strong burst damage at medium range. |
|
the gun |
Primary |
Near-destructive, perfect for clearing groups in tight spaces. |
|
Patterson 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 stops enemies in an area. |
B tier weapons
|
Name of weapon |
Type of weapon |
Description |
|---|---|---|
|
Winchester (recurring) |
Primary |
Balanced rifle with constant damage and good range. Works in most cases. |
|
horse bow |
Primary |
A mobile weapon that works well on horseback and supports elemental arrows. |
|
Lightning Revolver |
sidearm |
Resolves lightning damage and works well with lightning-based builds. |
|
Golden Colt |
sidearm |
A reliable handgun with steady damage, good for finishing off enemies. |
|
Tomahawk |
utility |
A heavy hitting ax that hits hard and can be picked up after being thrown. |
C Tier Arms
|
Name of weapon |
Type of weapon |
Description |
|---|---|---|
|
revolver (starter) |
sidearm |
Basic pistol. Reliable at first, but quickly outclassed. |
|
Boomerang |
sidearm |
Returns after being thrown, offering a unique but limited range option. |
|
Throwing stars |
sidearm |
Fast and quiet projectiles, best for quick hits rather than heavy damage. |

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