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Far Far West Joker cards: Full list by tier and top picks

All Things How May 7, 2026
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Joker cards are the perk system that defines how a loadout performs in Far Far West. There are 95 of them split across six rarity tiers, and they slot into both your hero and your individual weapons to add conditional effects like healing on hit, explosive bullets, or movement bursts on kill.

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Quick answer: The strongest all-purpose picks are Second Wind and Hit Me for survival, Headbang or Glass Cannon for damage, and Run & Gun stacked with Rampage for movement. Unique-tier cards tied to specific weapons (Aiming Burst, Eagle Lever, Frenzy Spin) are the highest ceiling.

Image credit: Fireshine Games (via YouTube/@Bull's Guidebook)


How Joker cards work

Each Joker costs between 1 and 5 slot points based on its rarity. Both your character and every weapon hold up to 15 slot points, so a single Legendary card eats most of a budget while several Fines or Primes spread effects across more triggers.

Permanent Jokers are equipped from the Saloon before a run and stay locked in until you swap them. Temporary Jokers drop mid-mission from chests, enemy kills, and the Wandering Trader, then disappear at extraction. New character slots open at levels 4, 6, 8, 10, 13, 16, 19, 24, 29, 42, and 50, and the full pool unlocks at level 50. Prestige (past level 100) raises the weapon budget beyond the default 14 points.

If you want early access to high-tier cards, the Soul Gambler in the Saloon costs 250 Souls per roll. The pull rates are 25% Normal, 35% Fine, 20% Prime, 16% Mythic, and 4% Legendary, so it works as a supplement rather than a reliable farm.

Image credit: Fireshine Games (via YouTube/@MinMax Gaming)


Rarity tiers and slot cost

Tier Slot cost Role
Normal 1 pt Utility and flavor effects
Fine 2 pts Cheap, reliable passives
Prime 3 pts Core combat effects
Mythic 4 pts Build-defining mechanics
Legendary 5 pts High-impact with trade-offs
Unique Weapon-specific Tied to a single weapon's identity

Normal Jokers (13)

Card Effect
Chickshot +50% chance for bullets to make chicken sounds
Cushion Boots Negates fall damage
Deadly Strong Move faster and deal more damage as a ghost
Gold Tooth +10% chance for enemies to drop a gold nugget
Heavy Drinker Healing bottles are 25% more effective
Helping Hand Revive allies twice as fast
Last Dance +30% move speed under 30% HP
Party Shot +50% chance for weakspot hits to blow confetti
Pigshot +5% chance to spawn an explosive pig on impact
Relentless +30% damage under 30% HP
Rubber Duck Walking makes rubber duck noises
Shine Bright +50% hero glow
Swift Shot +10% fire rate when aiming

Cushion Boots, Heavy Drinker, and Swift Shot are the only Normals worth permanent slots. The rest are filler or comedy effects.

Image credit: Fireshine Games (via YouTube/@MinMax Gaming)


Fine Jokers (18)

Card Effect
Anti-Gravity Falls +2% chance to spawn an anti-gravity area on enemy death
Bell Shot +5% chance for weakspot hits to summon a healing ghost bell
Bouncing Ball +15% damage while airborne
Cactus Day +3% chance to spawn a Cactus Mino on enemy death
Care Package +1 Utility Ammo
Chad Reveals the Wandering Trader and grants 20% discount
Clutch The last 2 bullets in your magazine are explosive
Fist Fight Melee hits are twice as powerful
Gold Prospector +20% Gold at the end of a mission
Pick Pick +5% chance on hit to spawn damaging pickaxes on the target
Rage At 25% HP, release a burning wave (60s cooldown)
Rampage +25% move speed for 3s on kill (no stacking)
Run & Gun +30% move speed when shooting
Run & Reload +30% move speed when reloading
Shroom Grave +10% chance to spawn a shroom on enemy death
Soul Reaper +20% Souls at the end of a mission
Soul Siphon +pickup range and +2 HP per soul
Speedy Gunzales +10% move speed

Fines are the most slot-efficient cards in the game. Bell Shot, Soul Siphon, Run & Gun, and Rampage all earn their cost back many times over in long runs.


Prime Jokers (16)

Card Effect
Ammo Supply +5% chance for enemies to drop an ammo box
Cheapskate +1 HP per 20 Gold in your mission inventory
Chonky +20% damage, +25% gravity
Destroyer First 25% of clip deals +15% damage
Disgrace +30% move speed; horse refuses you
Explosive Rounds +5% chance to fire Pyro explosive projectiles
Healthy Boi +20% move speed, reload, and fire rate at full HP
Lucky Strike +10% chance to deal double damage
Magic Friendship Passive HP regen near allies
Reload Mastery Empty-clip reloads are 50% faster
Soul Eater Soul pickup grants +20% damage and reload speed for 5s
Stonks +15% chance for chests to contain a Joker
Weak Link Weakspot hits +35%, regular hits -35%
Weakspot Refund +20% chance to refund a bullet on weakspot hit

Weak Link and Weakspot Refund pair beautifully on rifles and revolvers if you can land headshots reliably. Healthy Boi turns full-HP play into a serious damage and mobility spike.

Image credit: Fireshine Games (via YouTube/@MinMax Gaming)


Mythic Jokers (18)

Card Effect
Acid Mastery -10% Acid cooldown per equipped Acid spell
Battlemage Kills shorten ongoing spell cooldowns by 1%
Cactus Mastery -10% Cactus cooldown per equipped Cactus spell
Consumer +20% weapon damage; reload wastes unused ammo
Elec Mastery -10% Elec cooldown per equipped Elec spell
Extra Jump +1 Jump
Headbang +20% damage to weakspots
Hit Me Heal 0.5 HP/s for 20s after being hit
Hoarder +15% chance for picked-up Jokers to spawn another
Joker Dealer +1 HP for each active Joker
Lazy Disables ammo pickups; passive ammo regen
Life Pact Kills heal 2 HP; max HP -30%
Medicard Picking up a Joker heals +50 HP
Moon Gravity 25% lower gravity
Pyro Mastery -10% Pyro cooldown per equipped Pyro spell
Second Wind Heal 50 HP instead of dying (180s cooldown)
Voodoo Mastery -10% Voodoo cooldown per equipped Voodoo spell
West Wizard -30% spell cooldown; -30% HP

This is where build identity locks in. The Mastery cards reward mono-element spell setups, Headbang anchors any precision build, and Second Wind plus Hit Me form the standard survival backbone for solo play.


Legendary Jokers (10)

Card Effect
Camper 50% chance not to consume ammo while standing still
Cantrip One-Trick -20% cooldown on spells with base cooldown ≤ 35s
Dwarf Smaller hitbox; +move speed, +fire rate, lower gravity
Extra Dash +1 Dash
Giant Larger; +HP, +weapon damage, +spell CDR
Glass Cannon +40% weapon and melee damage; -25% HP
Machine Gun Per mission, weapon gains +0.3% fire rate per 50 damage dealt
Ricochet Fired bullet ricochets, 30% auto-hit chance
Speedster Damage and fire rate scale with movement speed
Toolbox Disables utility pickups; utility refills every 90s

Glass Cannon and Speedster are the two damage Legendaries that consistently carry runs. Machine Gun snowballs hard on miniguns and other long-magazine weapons during boss waves. Extra Dash is the cleanest defensive Legendary if you already stack survival.

Image credit: Fireshine Games (via YouTube/@MinMax Gaming)


Unique Jokers (20)

Unique cards only attach to a specific weapon and reshape how it plays. They have no fixed point cost outside that weapon's budget.

Card Weapon focus Effect
Aiming Burst General gun Perfect accuracy while aiming
Chonky Throw Boomerang Boomerang is twice as big
Eagle Lever Leveredge +5% damage per consecutive hit, up to +50%
Eco Trick General Reloading no longer wastes ammo
Elemental Spin Minigun 30% chance to fire a random elemental bullet
Fanning Ace Revolver Time a mid-reload input to chain-fire all bullets
Focus Shot General Each kill cuts spell cooldowns by 1s
Frenzy Spin Minigun Fire rate doubles past 10 kills on the counter
Homing Burst General Every 20 bullets, fire 5 homing rounds
Jump Star Sheriff Star +2 Jump while equipped
Lingering Throw Boomerang/Throwable Doubles linger duration
Mark Ace General Bullets mark enemies for 3s; marked enemies take +15% damage
Mindshot General Weakspot hits cause an explosion
Overblast Shotgun +1 pellet per missing round in the magazine
Overdraw Bow 2s charge fires a 3-arrow cone
Rush Blast General First magazine bullet has perfect accuracy and extra range
Scavenger Star Sheriff Star +30% move speed and +100% pickup range
Stacked Lever Leveredge Reload 2 reserve bullets instantly on kill
Swamp Trick General Reload explosions leave damaging puddles
Ultra Draw Bow 4s charge fires one massive explosive arrow

Best picks by role

Most strong loadouts mix one survival anchor, one damage multiplier, and at least one mobility card. Speed in Far Far West reduces incoming damage directly because bunny-hopping movement lets you out-pace most ground enemies.

Role Top picks Why
Survival Second Wind, Hit Me, Soul Siphon, Bell Shot Layered healing plus a fatal-hit safety net keeps solo runs alive through boss damage spikes.
Damage Headbang, Glass Cannon, Weak Link, Lucky Strike Weakspot multipliers stack with revolver and rifle accuracy; Glass Cannon outpaces its HP loss when paired with Hit Me.
Mobility Run & Gun, Rampage, Run & Reload, Speedster Stacking Run & Gun copies snowballs movement speed, which Speedster then converts into damage and fire rate.
Spellcaster Focus Shot, Battlemage, West Wizard, element Mastery Cooldown reduction on kill keeps spells nearly always available; mono-element setups exploit Mastery scaling.
Economy and finds Stonks, Hoarder, Chad, Gold Prospector Increases Joker drop rate, chains extra cards, and pads end-of-run gold for upgrades.
Co-op support Magic Friendship, Mark Ace, Helping Hand Magic Friendship loses value solo but is one of the strongest team passives; Mark Ace shares damage amplification.
Image credit: Fireshine Games (via YouTube/@MinMax Gaming)

What to grab during a run

Mid-mission Joker drops are random, so the priority is recognizing which cards are worth pausing combat to grab. Bell Shot, Cactus Day, and Pick Pick all add passive damage or healing with no downside, which makes them auto-picks at any tier of run.

Cards with trade-offs (Glass Cannon, West Wizard, Life Pact, Consumer) are only worth taking if your build already covers the weakness. Picking Glass Cannon without any healing source usually ends a run faster than it accelerates one.

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In multiplayer, only one player can pick up a Joker drop. Coordinate with friends about who needs which card before grabbing it; with random groups, stacking movement speed early gives you the positional edge for later drops.

Stonks and Hoarder are the multipliers that make every other card decision easier. Running them on your permanent loadout raises the average Joker count per mission, which compounds across long sessions and pushes more Mythic and Legendary triggers into each run.

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