Father Father West is what happens when robot cowboys decide that subtlety is overrated and solve every problem with bigger guns and louder explosions. Between spell-slinging and barely survivable waves of enemies, your weapon choices go from fun to absolutely necessary for survival.
Some weapons feel like cheating, others require a little more finesse, and some are just here for the vibes. The trick is to know which is which before you are knee deep in enemies and out of options. This tier list breaks down all the weapons in the game and ranks them by how well they perform, so you can spend less time guessing and more time causing trouble on purpose.
This game is in Early Access at the time of writing, so the information below may change over time.
Complete list of weapon tiers
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 level: The best weapons in the game. These dominate most encounters with minimal downside and are incredibly effective in both solo and co-op play.
- A level: Strong, reliable picks that work well in most situations but may require some positioning, skill or synergy to reach their full potential.
- B level: Solid, middle-of-the-road weapons. These are reliable but tend to be outclassed by higher level options or require specific builds to shine.
- C level: Niche or early game weapons that struggle to keep up in tougher encounters. They can still be useful, but are generally outclassed by other choices.
S Tier weapons
|
Weapon name |
Weapon type |
Description |
|---|---|---|
|
Elephant gun |
Primary |
A huge rifle that can sometimes one-shot even the toughest bosses. Extremely high damage. |
|
Minigun |
Primary |
Fires nonstop bullets and melts large groups of enemies quickly. Great for crowd control. |
|
Dynamite |
Benefit |
Simple but powerful explosive that wipes out densely packed groups of enemies. |
A Tier weapon
|
Weapon name |
Weapon type |
Description |
|---|---|---|
|
Spitfire Revolving Sniper |
Primary |
Acts as an automatic sniper, allowing you to quickly pick off enemies from afar. |
|
Four-cylinder |
Primary |
Blends rifle and shotgun properties for heavy burst damage at medium range. |
|
Shotgun |
Primary |
Devastating up close, perfect for clearing groups in tight spaces. |
|
Paterson Navy Revolver |
Side arm |
High head damage and fast fan make it perfect for quick kills. |
|
Energite bottle |
Benefit |
Creates an energy field that slows or blocks enemies in an area. |
B Tier weapons
|
Weapon name |
Weapon type |
Description |
|---|---|---|
|
Winchester (Repeater) |
Primary |
Balanced rifle with steady damage and good range. Works in most situations. |
|
Horse bow |
Primary |
Mobile weapon that works well on horseback and supports elemental arrows. |
|
Lightning revolver |
Side arm |
Resists electrical damage and works well with lightning based builds. |
|
Golden Colt |
Side arm |
Reliable gun with steady damage, good for finishing off enemies. |
|
Tomahawk |
Benefit |
Heavy throwing ax that hits hard and can be picked up after throwing. |
C Tier weapons
|
Weapon name |
Weapon type |
Description |
|---|---|---|
|
Revolver (Start) |
Side arm |
Basic gun. Reliable early on, but gets outclassed quickly. |
|
Boomerang |
Side arm |
Returns after being thrown, offering a unique but limited supply. |
|
Throwing stars |
Side arm |
Fast and silent projectiles, best for quick hits rather than heavy damage. |

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