Best Sidearms & Secondary Weapons in Far Far West

All 5 sidearms ranked in Far Far West: Revolver, Bow, Dual Revolvers, Boomerang, and Sheriff Stars. Learn which secondary fits your build, how the Dual Revolvers reload-throw works, and how to apply elemental procs.
Far Far West gives you one secondary slot and five options to fill it: Revolver, Bow, Dual Revolvers, Boomerang, and Sheriff Stars. The right pick depends on what your primary cannot do, because sidearms exist primarily to apply elemental procs and cover ammo gaps.
Sidearms Ranked
| Sidearm | Tier | Best Use |
|---|---|---|
| Dual Revolvers | A | Reload-throw detonations; top trash-clear, falls off vs elites |
| Bow | A | Long-range single target (situational); becomes AoE with the endgame Joker |
| Revolver | Reliable mid | Dependable best-in-slot enabler; pairs with Acid or Electric for procs |
| Boomerang | C | No ammo cost, returns to you; niche sustained pressure |
| Sheriff Stars | C | Refillable thrown weapon (niche); benefits heavily from pickup-range upgrades |
For a full ranking of all weapons including primaries, see the weapon tier list.

How Sidearms Work
You assign Pyro, Acid, or Electric to a sidearm to set up combos with your spells:
- Pyro deals the highest continuous tick damage
- Acid slows enemies and amplifies follow-up hits
- Electric chains between grouped targets
Revolver
Your starter secondary, and a genuine best-in-slot contender thanks to Fanning Ace. Stack percent damage and an elemental Joker, prime enemies with an Electric proc, and follow up with fanned revolver shots to detonate them. Once invested, it is the most dependable all-purpose secondary in the game.
Strengths:
- Most reliable enabler for spell-combo builds
- Fast fanning speed
- Works with any element
Best Jokers: Fanning Ace (Unique), Mark Ace (Unique), Headbang (Mythic)
Bow
Highly accurate when aimed and very fast with the Bend Speed upgrade. It starts as a single-target tool and scales into an AoE weapon once you pick up the endgame Joker card. See the Bow guide for charge mechanics and element choices.
Strengths:
- Excellent accuracy at range
- Overdraw Joker fires a 3-arrow cone (2s charge)
- Ultra Draw Joker fires one massive explosive arrow (4s charge)
- Strong inside spell-heavy builds
Best Jokers: Overdraw (Unique), Ultra Draw (Unique), Lucky Strike (Prime)
Dual Revolvers
Do not think of these as grenades. The Dual Revolvers run on a reload-throw mechanic: when you reload or empty the cylinders, the chambered rounds detonate in your assigned element. Reloading while you still have ammo intentionally "wastes" those rounds — and that ejected ammo is the explosion. The trick to high output is reloading deliberately to trigger detonations on demand.
They are the top trash-clear sidearm, shining in builds that punish elemental procs, particularly Acid chains where blighted enemies take amplified follow-up damage. Acid is the best element here. Damage falls off against elites and bosses, which keeps them at Tier A rather than the very top. Read the full Dual Revolvers guide for detailed builds.
Strengths:
- Explosive elemental detonations on reload
- Best-in-class trash clear
- Triggers spell combos reliably (especially Acid)
Weaknesses:
- Falls off against elites and bosses
- Output depends on managing your reload timing
Best Jokers: Swamp Trick (Unique), Eco Trick (Unique), Lucky Strike (Prime)
Boomerang
Uses no ammo, which removes the most common reason secondaries fall off late. It is a niche but consistent pick for long missions where ammo economy collapses, though its low burst keeps it in C tier for most contracts.
Strengths:
- Infinite ammo (returns to you)
- Chunky Throw Joker doubles its size
- Lingering Throw doubles linger duration
- Consistent in long runs
Weaknesses:
- Lower burst damage
- Requires timing for returns
Best Jokers: Chunky Throw (Unique), Lingering Throw (Unique)
Sheriff Stars
Shuriken-style thrown weapons that embed and can be picked back up to refill ammo mid-fight. They depend heavily on the pickup-range Joker.
Strengths:
- Refillable ammo via pickup
- Jump Star Joker gives +2 Jump while equipped
- Scavenger Star gives +30% move speed and +100% pickup range
Weaknesses:
- Must walk close to retrieve without Scavenger Star
- Lower damage ceiling
Best Jokers: Jump Star (Unique), Scavenger Star (Unique)
Best Sidearm by Build
| Build | Sidearm | Element | Why |
|---|---|---|---|
| Spell combo | Revolver | Electric | Detonates elemental procs |
| Boss hunter | Revolver | Acid | Amplifies follow-up damage |
| Sustained DPS | Boomerang | Any | Infinite ammo for long fights |
| AoE clear | Dual Revolvers | Acid | Reload-throw detonations chain through blighted groups |
| Mobility | Sheriff Stars | Electric | Scavenger Star speed boost |
| Sniper | Bow | Acid | Long-range elemental setup |



