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.

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.

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.

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.

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.

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. |

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.
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.