Okay, so the Quad Cylinder in Far Far West? It’s not gonna win any awards for being the flashiest gun, honestly. But here’s the thing – it’s seriously reliable. You can take this thing through anything, on any difficulty, and it’ll get the job done. What really sets it apart is that it fires automatically and fast. The Minigun definitely outdoes it in that department, but I’ve found if you load it up with on-hit Jokers, the Quad Cylinder becomes a real powerhouse in Far Far West. It’s a surprisingly effective combo!
Far Far West: Best Quad Cylinder Upgrades & Jokers
- Damage: 25%
- Fire Rate: 60%
- Reload Speed: 22.5%
This setup maximizes the damage the Quad Cylinder deals with each shot, without wasting any upgrade materials. We recommend increasing damage by 25% – the full 40% boost isn’t worth it. Fully upgrading this stat only adds a small amount of damage, which won’t make a noticeable difference when fighting most enemies in Far Far West.
Okay, so I’ve been digging into Far Far West, and if you want to get your Quad Cylinder leveled up super fast, I’ve got a few tricks I’ve learned. Basically, here are some tips to max it out quickly!
Focusing on a 25% damage boost for the Quad Cylinder is the most efficient upgrade. It brings the bullet damage to 10 (15 on weak spots), letting you defeat most enemies with fewer shots. Spending more points to reach the full 40% damage upgrade only increases damage to 11 (16 on weak spots), which isn’t a significant improvement and isn’t worth the cost. You’ll get more benefit by investing those points and Gold in other upgrades.
A 22.5% faster reload speed helps you spend less time reloading and more time fighting. However, you can choose to increase your clip size by 30% instead, which lets you defeat tougher enemies like Horsemen with fewer reloads.
Jokers
| Aiming Burst | Your shots are perfectly accurate while aiming down sights. |
|---|---|
| Lucky Strike (2x) | Gain a +10% chance to deal double damage. |
| Ammo Supply | Kills have a 5% chance to drop an ammo box. |
I’ve been experimenting with different builds for the Far Far West Quad Cylinder, and I’ve discovered that a setup focused on reliable, consistent damage is more effective than one that tries to maximize area damage. I tested a build with two Explosive Rounds Jokers and the Unique Homing Burst card, and while it worked well against large groups of enemies on Very Hard difficulty (and should be even better on Nightmare), the elemental explosions didn’t happen often enough to justify using six Joker slots. I frequently found myself emptying entire magazines into bosses without triggering any explosions at all.
I also tested Aiming Burst combined with Lucky Strike, and the improvement was noticeable. Aiming Burst especially helped me take out Deadeye snipers when using the Quad Cylinder. While I’m not certain Lucky Strike is better than Explosive Rounds, a 20% chance of triggering an effect is definitely an advantage over the 10% chance you get with two Explosive Rounds cards of the same type.
Ammo Supply helps with ammo economy, as the Quad Cylinder is still a bullet hose at heart.
TopMob Quiz
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Results
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Secondary Weapon
Feel free to choose any secondary weapon you like. However, I suggest the Boomerang because you can use it as many times as you need. While your choice doesn’t affect your Quad Cylinder’s performance, it’s best to have a weapon that can consistently trigger elemental effects from a safe distance.
As someone who loves a good action movie, let me tell you, you’re going to burn through those Quad Cylinder bullets fast. Seriously, bring the Ammo Pack – it’s a lifesaver. Or, you can get creative and lean on your Boomerang and spells to save ammo. That way, you’ll have enough firepower for the really tough enemies – elites and bosses – and still have a free slot for things that help the whole team, like a speed boost or healing.
If you choose to use the Boomerang, be sure to upgrade it with either increased duration or improved range, or to restore your health with each hit. Its effectiveness relies heavily on combining it with the spells mentioned below.
Other Priority Jokers
If you have opportunities to get extra Jokers during a mission – either by finding them or trading with other players – keep these things in mind:
- Ricochet is fantastic for crowd control. This card gives your bullets a 30% chance to bounce off and hit another nearby target. Jokers like Explosive Rounds and Lucky Strike can also be triggered by these shots.
- Explosive Rounds are still great to have on a fast-firing weapon like the Quad Cylinder. Stack as many of these as you can.
- Weakspot Refund gives you a 20% chance to recover a bullet if it hits an enemy’s weakspot. Since the Quad Cylinder is very ammo-hungry, you’ll want at least one of these (consider replacing Ammo Supply with this too while building your gun).
Spells & Hero Jokers
- Pistolero (Spell)
- Strikes (Spell)
- Boing/Portal (Spell)
- Moon Gravity (Joker)
- Soul Siphon 2x (Joker)
- Cantrip One-Trick (Joker)
Because the Far Far West Quad Cylinder build focuses on dealing damage to a single enemy, we’ll make up for its weakness against groups by using spells. I chose Pistolero and Strikes because they work well together, offering a strong combination of abilities.
If you don’t want to use Cantrip One-Trick, use Toolbox with the Ammo Box utility instead.
- Strikes will cause lightning bolts to burst out of any Pistolero that it hits, giving you good area damage while filling the vicinity with electrified ground. You get the same effect when you combo any Cactus spell with Strikes.
- Pistoleros hit by Strikes become electrified. Their shots will deal more damage and electrocute enemies.
- Enemies electrocuted by lightning-infused Pistoleros become vulnerable to elemental damage from your secondary weapon. Fire or Acid shots that hit affected enemies will explode, dealing additional damage.
- If you run out of ammo during a boss fight, electric and acid-infused Pistoleros will happily take the boss down for you.
- Boing is excellent for mobility, and you can use it to electrify your Pistoleros in a pinch.
For my Joker build, I chose Soul Siphon to help with health recovery and Moon Gravity for increased movement speed. The Cantrip One-Trick Joker allows you to use your Strikes and Boing abilities more frequently. When combined with the 12% Spell Cooldown Reduction from Hero Upgrades, these abilities will have their cooldowns reduced by seven and five seconds, respectively. To get even more out of Cantrip One-Trick, consider swapping Boing for Portals – launching a Pistolero through a Portal will create two turrets instead of one (though it’s unclear if this is how it’s meant to work).
When upgrading your Hero, prioritize reducing Spell Cooldown, increasing Health, and maximizing Jump Height. Use any leftover upgrade points on the Ammo Bag. If you’re struggling, feel free to take some points away from Jump Height and put them into the Ammo Bag instead.
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2026-05-17 17:37