I already wrote about this skill a few hours ago, just the wrong channel, sry abt that.
https://discord.com/channels/1377223661685178460/1503681755620704348
New Element Suggestion: Wind
I would like to suggest a completely new spell element: Wind
Unlike Shock, which focuses heavily on mobility and traversal, Wind could focus more on speed, displacement, crowd control, and battlefield manipulation.
Here are some possible spell concepts:
1. Airball
Launches a compressed sphere of air.
Deals minor damage and knocks enemies back
If cast beneath the player, it launches them upward and slightly forward
This would function similarly to Boing from Shock, but with lower vertical height and stronger forward momentum, essentially acting as an aerial mobility dash.
Cooldown: 15 seconds
2. The Fastest Man Alive / Fast Boi / Tailwind (as requested)
Temporarily grants a strong speed boost.
Leaves behind a trail that grants a smaller speed boost to teammates
The player can knock enemies down by colliding with them during the boost
If Fire or Shock spells are cast into the trail, the trail becomes infused with that element and deals damage
Cooldown: 25 seconds
3. Windclap
The player spreads their arms outward before slamming them together in front of them.
This creates two wind walls that collide upon impact.
The collision could either:
Pull enemies inward and compress them into one location
or
Push enemies forward in a straight line
Either version would work well depending on your intended design direction.
Cooldown: 30–40 seconds
4. One Shot, 10 Kills / Stormpiercer
Fires a highly concentrated, high-damage wind arrow in a straight line.
The projectile pierces through all enemies in its path, making it effective for hitting multiple targets
Upon colliding with a surface, the arrow detonates and creates a storm vortex at the exact point of impact
This vortex persists for a short duration, pulling nearby enemies toward its center and grouping them together while creating a localized updraft
This gives the spell two distinct use cases:
Direct offensive use: firing it through enemies for massive single-target or lined-up burst damage
Area control use: intentionally shooting it at the ground or nearby surfaces to create crowd control and setup opportunities
While inside the vortex area, players gain a jump boost from the upward air current, allowing them to reposition quickly, gain height for mobility, or chain into other movement-based spells.
Cooldown: 40 seconds
5. Spinning Death
The ultimate Wind spell.
This could summon either:
One massive tornado or Three smaller tornadoes
Effects:
Grants speed boosts to players
Lifts enemies upward and continuously damages them
Pulls placed cactus-type spells from the ground and spins them inside the tornado
Elemental interactions:
With Fire:
The tornado becomes a fire tornado, dealing fire damage in a larger area
With Shock:
Creates a thundercloud above it that periodically strikes nearby enemies with lightning
With Acid:
Creates corrosive acid rain around the tornado
Cooldown: 100 seconds
Wind Element Dynamics
Some additional interaction ideas:
Wind interacts with Fire, Shock, and Acid as described above
Gives placed cactus spells like Mino and Pistolero knockback properties
Only Airball and One Shot, 10 Kills duplicate when passing through Shock portals
These are just the interaction ideas I could think of for now, and I believe there is a lot of room to expand the concept further.
Thank you for taking the time to read this.
Far Far West already has a very solid foundation, and with more build variety, accessibility improvements, and expanded spell systems, I think it could become something truly special.




