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Melee arrived in Frostburn and it comes with a catch most players find out the expensive way, three rooms into a mission, when something needs shooting and there is nothing to shoot it with.
Melee weapons in Far Far West do not use a dedicated slot. They replace your primary or your secondary. The developer says so plainly in the patch notes, with a warning attached: make sure you can still kill every enemy with your setup before going into missions.
En resumen
- Melee has no slot of its own — it takes your primary or secondary.
- Knuckles y Lasso occupy the primary slot; Banjo occupies the secondary.
- Banjo heals you and your allies, which is the only support option in the batch.
- Shield Points arrived alongside melee: they sit above your HP bar, cap at 100, and decay on their own if you go a few seconds without gaining or losing them.
- New melee-specific upgrades: Range, Charging Speed, and Chord Capacity (Banjo only).
- The developer calls this the first batch. More melee weapons are coming, so tier lists written now will not survive.
The Slot Problem Comes First
Everything about building around melee follows from one rule: you are trading a gun for it. A Lasso in the primary slot means whatever was in that slot is gone, and Far Far West is not shy about putting things in front of you that a whip does not solve.
In practice this makes the pairing the whole decision. A primary melee weapon needs a secondary that covers range; a Banjo in the secondary slot needs a primary that can carry the run on its own, because the Banjo’s attacks are slow and weak by design.
| Arma | Slot | What it does | Right-click |
|---|---|---|---|
| Knuckles | Primaria | Short range, big impact. No ammo, no aim | Damaging burst in a wide cone |
| Lasso | Primaria | Whips enemies fast at a decent reach | Damage to all enemies in front of you for a few seconds |
| Banjo | Secondary | Slow, weak attacks with healing power | Heals you and allies in a zone around you |
The same route is available as Boosting de Far Far West for anyone who would rather not sit the grind out twice.
What Each One Is Actually For
Knuckles are the honest brawler. The developer’s own description — requires no ammo, no aim and no thoughts — is not a joke at the weapon’s expense; it is the pitch. Its Unique Jokers lean into that: FIST RO DAH propels you backwards on a charged attack with a 20% chance to apply Frost, and FIST RAGE turns incoming damage into charge and a 30% attack speed buff for two seconds.
Lasso is the mobile one. SKY LASH grants 50% move speed on a charged attack and lets you fly; SPELL LASH instantly fills your charge bar whenever you cast a spell, which quietly makes it the melee weapon for a spell-heavy build.
Banjo is the support pick and the only one in the secondary slot. LULLABARD trades the slam attack for an extra chord per hit and a wider healing zone; BARDBARIAN goes the other way, letting you hold the slam longer for a bigger hit.

Shield Points Changed the Maths
Melee means standing in melee range, and the developer added Shield Points in the same update to stop that being a permanent red screen. They are worth understanding as a mechanic rather than as a health bar.
Shield Points sit above your HP and take damage first. They come from specific Jokers, weapons and Frost spells, they cap at 100, and — the part that matters — they decay automatically when you go a few seconds without either gaining or losing them.
That decay rule is the design. Shields are not a buffer you build up before a fight; they are a reward for staying in one. A melee build that disengages to recover is a melee build that watches its shields drain on the way out.
Melee Upgrades and Jokers
Three weapon upgrades came with the batch: Range increases melee reach, Charging Speed raises how fast melee weapons charge, and Chord Capacity raises the maximum number of chords you can hold — Banjo exclusive.
Frostburn also added a set of Jokers built for melee, because none of the base cards were designed with it in mind. The developer’s reasoning is worth repeating: as the Joker list grows, so does the number of Jokers you do not want, so a supply of simple statistical cards raises the odds that any given pull is at least usable.
Should You Build Around It Yet
Yes for playing, no for committing. Melee is fully playable — that was the explicit goal of shipping melee Jokers alongside the weapons — but the developer describes this as the first batch and has promised more. A tier list written today is a tier list with holes in it.
The useful move now is unlocking the weapons and levelling them, because Joker slots on a weapon open with its levels and a melee weapon at low prestige cannot hold the cards that make it work. Our Far Far West weapon unlocks open the full armoury on your account, and weapon prestige takes them to 15 so the slots are there when you want them.
Sources and Confidence
Confirmed by the official patch notes: that melee weapons use no dedicated slot and replace the primary or secondary, the slot assignment of Knuckles, Lasso and Banjo, their right-click abilities, the named Unique Jokers and their values, the three melee upgrades, and every Shield Points rule including the 100 cap and the automatic decay all come from FROSTBURN IS OUT NOW! — v0.2.0.2.
Deliberately not included: a tier list. The developer states this is the first batch of melee weapons and more are coming, so ranking three items against a set that is about to change would be guesswork dressed as advice.
Valid for version 0.2.0.x. Far Far West is in Early Access.
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