Far Far West Spell Combos: Every Combo That Works
How Combos Work
A spell combo is a special interaction between two spells — usually one spell cast into another spell’s lingering ground effect — which either upgrades the active spell or triggers a brand-new damaging effect. You equip up to three spells at the Spell Hut (third slot unlocks at level 3), so every loadout can hold at least one combo pair.
Elemental puddles from sidearms count too: sidearms apply elemental status effects on-hit, and some (the Bow, or Dual Revolvers with the Swamp Trick joker) leave elemental puddles that spells can react with. That means combos aren’t purely a spell-slot question — your sidearm element choice extends the combo table.
Why This Page Exists
The official community wiki’s Spell Combos page is still marked work-in-progress months after launch, and no ranked article has documented the post-Frostburn combo table. This page merges the wiki’s per-combo category pages with day-one video documentation (the first complete Frost combo rundown reached 35k views in two days; the July patch’s two new Voodoo combos were documented the same week).
Combos by School
Frost (new in Frostburn)
The Frost line launched with Frostburn as the most complete combo set of any school — freeze setups that shatter into burst damage when hit by other elements. If you play combos, Frost is the respec of the patch (see the spell tier list).
Voodoo
Two new combos were added in the July patch on top of its corruption kit. Corrupted enemies fighting for you plus combo triggers make Voodoo the best co-op support school.
Pyro / Elec / Acid / Cactus
Pyro burn fields, Elec arcs, Acid puddles and Cactus summons all participate in cross-school reactions — the classic setup is an Acid slow-pool into a Pyro ignition. The wiki’s per-combo pages (Category: Spell Combos) list individual triggers; we mirror the stable ones and mark anything wiki-undocumented with its video source.
Setting Up a Combo Loadout
- Pick a primer — a spell that leaves a field (Acid pool, Frost patch).
- Pick a detonator — a spell or elemental sidearm that reacts with it.
- Keep slot three flexible — mobility or the Voodoo support kit.
Full school-by-school spell tables live in the spells guide.
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