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Spells · All Spells

Far Far West Spells — Complete List

Every confirmed spell in the game with element, mana cost and effect. Pair this list with the Element Guide and Combo Guide to build a deck that runs itself.

SpellElementManaTypeEffect
Fire BoltFire20ProjectileBurst damage + 3s burn DoT.
Fire StormFire60AoEPulsing fire field, melts grouped adds.
Ember TrailFire30TrailLeaves a burning path behind you.
CombustFire45DetonateDetonates all burn stacks at once.
Frost BoltFrost20ProjectileSlow + minor damage. Strong vs snipers.
Glacial LanceFrost55BeamPierces through a line of enemies, freezes elites.
Shock WaveShock35AoEKnockback + stun, chains on wet enemies.
Chain LightningShock50ChainJumps to 5 targets, double damage in tunnels.
Holy PulseHoly40AoEDamages undead, heals allies in range.
WardHoly50BuffDamage reduction bubble on a teammate.
MendHoly30HealSingle-target heal over time.
CleanseHoly25CureRemoves snake venom + burning.
Hex MarkHex15DebuffMarked enemies take +25% spell damage.
DashHex20MobilityForward dash with 0.5s invuln.

Spell Slots & Cooldowns

You can equip up to 3 active spells. Mana is shared and regenerates from weapon kills (faster with the Mana on Hit jokers). Most spells share a global cooldown of ~0.5s after casting, so chain order matters — see Best Combos.

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