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"description": "Every Joker perk card in Far Far West sorted by rarity, with the standout picks for damage, survival, and mobility builds.",
"path": "/far-far-west-joker-cards-full-list-by-tier-and-top-picks/",
"publishedAt": "2026-05-07T08:07:15.000Z",
"site": "https://allthings.how",
"tags": [
"@Bull",
"@MinMax"
],
"textContent": "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.\n\n🎯\n\nQuick 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.\n\nImage credit: __Fireshine Games (via YouTube/@Bull's Guidebook)__\n\n* * *\n\n### How Joker cards work\n\nEach 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.\n\nPermanent 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.\n\nIf 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.\n\nImage credit: __Fireshine Games (via YouTube/@MinMax Gaming)__\n\n* * *\n\n### Rarity tiers and slot cost\n\nTier| Slot cost| Role\n---|---|---\nNormal| 1 pt| Utility and flavor effects\nFine| 2 pts| Cheap, reliable passives\nPrime| 3 pts| Core combat effects\nMythic| 4 pts| Build-defining mechanics\nLegendary| 5 pts| High-impact with trade-offs\nUnique| Weapon-specific| Tied to a single weapon's identity\n\n* * *\n\n### Normal Jokers (13)\n\nCard| Effect\n---|---\nChickshot| +50% chance for bullets to make chicken sounds\nCushion Boots| Negates fall damage\nDeadly Strong| Move faster and deal more damage as a ghost\nGold Tooth| +10% chance for enemies to drop a gold nugget\nHeavy Drinker| Healing bottles are 25% more effective\nHelping Hand| Revive allies twice as fast\nLast Dance| +30% move speed under 30% HP\nParty Shot| +50% chance for weakspot hits to blow confetti\nPigshot| +5% chance to spawn an explosive pig on impact\nRelentless| +30% damage under 30% HP\nRubber Duck| Walking makes rubber duck noises\nShine Bright| +50% hero glow\nSwift Shot| +10% fire rate when aiming\n\nCushion Boots, Heavy Drinker, and Swift Shot are the only Normals worth permanent slots. The rest are filler or comedy effects.\n\nImage credit: __Fireshine Games (via YouTube/@MinMax Gaming)__\n\n* * *\n\n### Fine Jokers (18)\n\nCard| Effect\n---|---\nAnti-Gravity Falls| +2% chance to spawn an anti-gravity area on enemy death\nBell Shot| +5% chance for weakspot hits to summon a healing ghost bell\nBouncing Ball| +15% damage while airborne\nCactus Day| +3% chance to spawn a Cactus Mino on enemy death\nCare Package| +1 Utility Ammo\nChad| Reveals the Wandering Trader and grants 20% discount\nClutch| The last 2 bullets in your magazine are explosive\nFist Fight| Melee hits are twice as powerful\nGold Prospector| +20% Gold at the end of a mission\nPick Pick| +5% chance on hit to spawn damaging pickaxes on the target\nRage| At 25% HP, release a burning wave (60s cooldown)\nRampage| +25% move speed for 3s on kill (no stacking)\nRun & Gun| +30% move speed when shooting\nRun & Reload| +30% move speed when reloading\nShroom Grave| +10% chance to spawn a shroom on enemy death\nSoul Reaper| +20% Souls at the end of a mission\nSoul Siphon| +pickup range and +2 HP per soul\nSpeedy Gunzales| +10% move speed\n\nFines 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.\n\n* * *\n\n### Prime Jokers (16)\n\nCard| Effect\n---|---\nAmmo Supply| +5% chance for enemies to drop an ammo box\nCheapskate| +1 HP per 20 Gold in your mission inventory\nChonky| +20% damage, +25% gravity\nDestroyer| First 25% of clip deals +15% damage\nDisgrace| +30% move speed; horse refuses you\nExplosive Rounds| +5% chance to fire Pyro explosive projectiles\nHealthy Boi| +20% move speed, reload, and fire rate at full HP\nLucky Strike| +10% chance to deal double damage\nMagic Friendship| Passive HP regen near allies\nReload Mastery| Empty-clip reloads are 50% faster\nSoul Eater| Soul pickup grants +20% damage and reload speed for 5s\nStonks| +15% chance for chests to contain a Joker\nWeak Link| Weakspot hits +35%, regular hits -35%\nWeakspot Refund| +20% chance to refund a bullet on weakspot hit\n\nWeak 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.\n\nImage credit: __Fireshine Games (via YouTube/@MinMax Gaming)__\n\n* * *\n\n### Mythic Jokers (18)\n\nCard| Effect\n---|---\nAcid Mastery| -10% Acid cooldown per equipped Acid spell\nBattlemage| Kills shorten ongoing spell cooldowns by 1%\nCactus Mastery| -10% Cactus cooldown per equipped Cactus spell\nConsumer| +20% weapon damage; reload wastes unused ammo\nElec Mastery| -10% Elec cooldown per equipped Elec spell\nExtra Jump| +1 Jump\nHeadbang| +20% damage to weakspots\nHit Me| Heal 0.5 HP/s for 20s after being hit\nHoarder| +15% chance for picked-up Jokers to spawn another\nJoker Dealer| +1 HP for each active Joker\nLazy| Disables ammo pickups; passive ammo regen\nLife Pact| Kills heal 2 HP; max HP -30%\nMedicard| Picking up a Joker heals +50 HP\nMoon Gravity| 25% lower gravity\nPyro Mastery| -10% Pyro cooldown per equipped Pyro spell\nSecond Wind| Heal 50 HP instead of dying (180s cooldown)\nVoodoo Mastery| -10% Voodoo cooldown per equipped Voodoo spell\nWest Wizard| -30% spell cooldown; -30% HP\n\nThis 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.\n\n* * *\n\n### Legendary Jokers (10)\n\nCard| Effect\n---|---\nCamper| 50% chance not to consume ammo while standing still\nCantrip One-Trick| -20% cooldown on spells with base cooldown ≤ 35s\nDwarf| Smaller hitbox; +move speed, +fire rate, lower gravity\nExtra Dash| +1 Dash\nGiant| Larger; +HP, +weapon damage, +spell CDR\nGlass Cannon| +40% weapon and melee damage; -25% HP\nMachine Gun| Per mission, weapon gains +0.3% fire rate per 50 damage dealt\nRicochet| Fired bullet ricochets, 30% auto-hit chance\nSpeedster| Damage and fire rate scale with movement speed\nToolbox| Disables utility pickups; utility refills every 90s\n\nGlass 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.\n\nImage credit: __Fireshine Games (via YouTube/@MinMax Gaming)__\n\n* * *\n\n### Unique Jokers (20)\n\nUnique cards only attach to a specific weapon and reshape how it plays. They have no fixed point cost outside that weapon's budget.\n\nCard| Weapon focus| Effect\n---|---|---\nAiming Burst| General gun| Perfect accuracy while aiming\nChonky Throw| Boomerang| Boomerang is twice as big\nEagle Lever| Leveredge| +5% damage per consecutive hit, up to +50%\nEco Trick| General| Reloading no longer wastes ammo\nElemental Spin| Minigun| 30% chance to fire a random elemental bullet\nFanning Ace| Revolver| Time a mid-reload input to chain-fire all bullets\nFocus Shot| General| Each kill cuts spell cooldowns by 1s\nFrenzy Spin| Minigun| Fire rate doubles past 10 kills on the counter\nHoming Burst| General| Every 20 bullets, fire 5 homing rounds\nJump Star| Sheriff Star| +2 Jump while equipped\nLingering Throw| Boomerang/Throwable| Doubles linger duration\nMark Ace| General| Bullets mark enemies for 3s; marked enemies take +15% damage\nMindshot| General| Weakspot hits cause an explosion\nOverblast| Shotgun| +1 pellet per missing round in the magazine\nOverdraw| Bow| 2s charge fires a 3-arrow cone\nRush Blast| General| First magazine bullet has perfect accuracy and extra range\nScavenger Star| Sheriff Star| +30% move speed and +100% pickup range\nStacked Lever| Leveredge| Reload 2 reserve bullets instantly on kill\nSwamp Trick| General| Reload explosions leave damaging puddles\nUltra Draw| Bow| 4s charge fires one massive explosive arrow\n\n* * *\n\n### Best picks by role\n\nMost 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.\n\nRole| Top picks| Why\n---|---|---\nSurvival| Second Wind, Hit Me, Soul Siphon, Bell Shot| Layered healing plus a fatal-hit safety net keeps solo runs alive through boss damage spikes.\nDamage| 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.\nMobility| Run & Gun, Rampage, Run & Reload, Speedster| Stacking Run & Gun copies snowballs movement speed, which Speedster then converts into damage and fire rate.\nSpellcaster| Focus Shot, Battlemage, West Wizard, element Mastery| Cooldown reduction on kill keeps spells nearly always available; mono-element setups exploit Mastery scaling.\nEconomy and finds| Stonks, Hoarder, Chad, Gold Prospector| Increases Joker drop rate, chains extra cards, and pads end-of-run gold for upgrades.\nCo-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.\nImage credit: __Fireshine Games (via YouTube/@MinMax Gaming)__\n\n* * *\n\n### What to grab during a run\n\nMid-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.\n\nCards 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.\n\n⚠️\n\nIn 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.\n\nStonks 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.",
"title": "Far Far West Joker cards: Full list by tier and top picks",
"updatedAt": "2026-05-07T08:07:17.052Z"
}