Sheriff Star — Far Far West Weapon Guide

Complete guide to the Sheriff Star in Far Far West. Shuriken-style sidearm with retrievable infinite ammo, Jump Star mobility, and Scavenger Star speed builds.
The Sheriff Star throws shuriken-style badges with a 15-star magazine and roughly a 0.50-second interval between throws. Its defining trait is retrieval: stars embed in surfaces and enemies, and walking over them picks them back up, so your ammo is effectively infinite as long as you collect what you throw. Per-throw damage is low, but the Star constantly reapplies its elemental effect, which makes it more of a status-and-mobility tool than a damage sidearm. It lands at Tier C / niche — a specialist pick for builds that need to reposition rather than a raw-DPS choice. Like all non-starter secondaries, it costs 6 Fragments plus 300 Gold to assemble at the Gunsmith. For a full sidearm comparison, see our best sidearms ranking.

Stats Overview
| Stat | Value | Rating |
|---|---|---|
| Magazine | 15 stars | Large |
| Fire Rate | ~0.50s | Moderate |
| Ammo | Retrievable (effectively infinite) | Unique mechanic |
| Per-throw Damage | Low | Status tool, not a carry |
| Special | Jump Star / Scavenger Star | Mobility and pickup uniques |
Why Use the Sheriff Star
The Sheriff Star is a mobility and ammo-economy pick first, a damage tool second. Its low per-throw damage is offset by constant elemental reapplication and an ammo pool that refills itself when you reclaim your stars. Pick it when your build cares more about positioning than about secondary DPS.
- Effectively infinite ammo through retrieval
- Constantly reapplies its elemental effect on a fast throw interval
- Jump Star unlocks vertical mobility for kiting and traversal
- Scavenger Star turns retrieval from a chore into a non-issue
- Ideal for loadouts that need to close or create distance
Weaknesses
- Low per-throw output against dense waves — it won't out-clear a spray sidearm
- Retrieving stars under fire takes discipline
- Without Scavenger Star, you have to walk close to recollect them
- Lower raw damage than the Dual Revolvers or a charged Bow
Best Element
Electric is the standard choice, built around a sustained-DPS and mobility loadout. Because the Star reapplies its effect so often, an Electric imbue keeps a steady trigger source ticking on everything you pass, which pairs naturally with a sustained-fire primary like the Minigun. In a setup-and-trigger build, the Star becomes your reliable Electric trigger while your spells or another weapon lay down the Acid setup. If your team runs Portal, Electric also feeds the duplication loop.
Best Joker Cards
The Sheriff Star has exactly two unique Jokers, both focused on movement rather than damage. Everything beyond them is a generic card chosen by rarity.
| Card | Type | Effect |
|---|---|---|
| Jump Star | Unique | Extra jump height / mid-air jumps for kiting |
| Scavenger Star | Unique | +30% move speed and greatly increased pickup range |
| Headbang | Mythic | +20% weak-spot damage |
| Lucky Strike | Prime | Generic damage Joker |
| Glass Cannon | Legendary | Generic damage Joker |
Jump Star and Scavenger Star are why you bring this weapon. Jump Star grants extra jump height and mid-air jumps, opening up vertical kiting and letting you reposition over enemies that would otherwise corner you. Scavenger Star stacks +30% move speed with a greatly increased pickup range, which both speeds up your repositioning and solves the Star's one real chore — you reclaim thrown badges automatically as you move instead of doubling back for them. Run both and the Sheriff Star becomes a genuine mobility engine that happens to also apply status. For where these sit against other cards, see our best Joker builds guide.
Recommended Pairings
| Primary | Why It Works |
|---|---|
| Shotgun | Mobility to close the gap for point-blank shots |
| Minigun | Movement and a steady Electric trigger while repositioning between holds |
| Quad Cylinder | Flexible all-rounder that leans on the Star for mobility |
The Shotgun pairing is the headline use case: the Shotgun wants to be point-blank, and the Sheriff Star's speed and jumps are exactly what get you there safely and back out again.
Solo vs Co-op
Solo, the Sheriff Star is a survival tool — Jump Star and Scavenger Star let you kite dangerous packs, stay out of melee range, and keep an Electric trigger ticking without ever running dry on ammo. In co-op, it shines as a repositioning and utility pick: take the mobile role that closes distance for the team's Shotgun player or relocates quickly between objectives, while your constant elemental reapplication gives the squad's spell-casters a dependable trigger source. It is not the pick when you need a damage carry, but it is the pick when your build lives and dies on positioning.
Upgrade Priority
- Pickup range — keeps the infinite-ammo loop frictionless
- Throw speed — faster projectile travel and quicker reapplication
- Damage — squeezes more out of each low-base throw
For a full ranking of every weapon, see the weapon tier list.



