Boomerang — Far Far West Weapon Guide

Quickdraw Quinn
Quickdraw Quinn
Published On
May 19, 2026

Complete guide to the Boomerang in Far Far West. Ammo-free sidearm with Lingering Throw and Chunky Throw Jokers for sustained, hands-free elemental pressure.

The Boomerang is the secondary that asks nothing of your ammo economy. It has no magazine and no reload — you throw it, it stays deployed, ticks damage at medium range, and returns. Crucially, it keeps working while you fire your primary, so its damage is essentially free uptime layered on top of your main gun. That hands-free pressure is the whole pitch. On its own the Boomerang is a Tier C, niche pick with below-average raw output, but it earns its place precisely because its ammo-free uptime pairs so well with ammo-hungry primaries. Like all non-starter secondaries, it costs 6 Fragments plus 300 Gold at the Gunsmith. For a full sidearm comparison, see our best sidearms ranking.

Boomerang

Stats Overview

StatValueRating
AmmoNone (returns)Unique mechanic
RangeMediumCrowd control
DPSBelow averageBackup, not carry
UptimeTicks while you fire your primaryIts core strength
SpecialLingering Throw / Chunky ThrowDuration and size scaling

Why Use the Boomerang

The value here is not burst — it is uptime that costs you nothing. While the Boomerang spins out and back, you are free to empty your primary, and it keeps applying its elemental effect the whole time. That makes it a crowd-control layer rather than a damage carry.

  • No ammo and no reload — permanent availability
  • Stays deployed and ticks damage while you shoot your primary
  • Medium-range crowd control that softens groups
  • Free, continuous elemental effect application
  • Pairs best with ammo-hungry primaries that can't afford a second ammo drain

Weaknesses

  • Below-average base DPS — it is a backup, not a carry
  • Lower burst than the Bow or Dual Revolvers
  • Medium range only; no long-range threat
  • Returns take timing to maximize hits

Best Joker Cards

The Boomerang has exactly two unique Jokers: Lingering Throw and Chunky Throw. One quick clarification, because the names get confused: the Boomerang's size card is Chunky Throw. There is a separate generic damage Joker called CHONKY (+20% damage, +25% gravity) — that is not the Boomerang's card, so don't conflate the two. Likewise, Consumer is not a Boomerang Joker — it shows up on Shotgun builds — so ignore any advice that calls it a Boomerang card. Everything beyond the two uniques is a generic damage Joker chosen by rarity.

CardTypeEffect
Lingering ThrowUniqueDoubles the spin / active time of the throw
Chunky ThrowUniqueIncreases the Boomerang's size so it hits more enemies
HeadbangMythic+20% weak-spot damage
CHONKYMythic+20% damage, +25% gravity (generic — not Boomerang-only)
Glass CannonLegendaryGeneric damage Joker

Lingering Throw and Chunky Throw are the build. Lingering Throw doubles how long the Boomerang stays active, multiplying the free uptime that is the weapon's entire reason for existing. Chunky Throw widens the hitbox so each throw catches more of a pack, turning it into a real crowd-control tool. Run them together and a single throw becomes a large, long-lived damage zone you maintain for free while your primary does the heavy lifting. For where these sit against other cards, see our best Joker builds guide.

Best Element

Pyro is the standard choice for aggressive close range. Fire ticks accumulate every time the Boomerang passes through a target, and the two uniques amplify that directly: Lingering Throw keeps the burn applying longer, and Chunky Throw spreads it across more enemies per throw. The result is steady fire pressure you don't have to aim or reload, which complements a primary that is already eating your attention.

PrimaryWhy It Works
MinigunAmmo-free uptime covers the Minigun's sustained-fire and reload windows
LeveredgeFree elemental ticks while you focus on precise lever shots
Long RangerCrowd control up close so the sniper can stay on long-range targets

The throughline: every one of these primaries is ammo-hungry or attention-hungry, and the Boomerang adds pressure without competing for either resource.

Solo vs Co-op

Solo, the Boomerang buys you breathing room — throw it into the nearest pack and use the free crowd control to manage adds while your primary handles priority targets. In co-op, it is a low-maintenance support pick: keep a Pyro Boomerang spinning in the middle of a group so your team's spells have burning, softened targets to trigger off of, while you contribute primary damage uninterrupted. It will not top a damage chart, and that is fine — it is doing work no other slot can do for free.

Upgrade Priority

  1. Active duration (via Lingering Throw) — more free uptime per throw
  2. Hitbox size (via Chunky Throw) — more enemies tagged per pass
  3. Damage — every tick scales off the base value

For a full ranking of every weapon, see the weapon tier list.

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