Best Joker Card Builds for Every Weapon in Far Far West

Optimized Joker Card loadouts for every weapon in Far Far West. Minigun, Shotgun, Leveredge, Quad Cylinder, Long Ranger, and sidearm builds with slot budgets.
Most strong loadouts in Far Far West mix one survival anchor, one damage multiplier, and at least one mobility card. This guide covers the best Joker Card combinations for each weapon — for the full roster of cards across every rarity, see our Joker cards tier list.

Best Jokers by Role
| Role | Top Picks | Why |
|---|---|---|
| Survival | Second Wind, Hit Me, Soul Siphon, Bell Shot | Layered healing plus a fatal-hit safety net |
| Damage | Headbang, Glass Cannon, Weak Link, Lucky Strike | Weakspot multipliers stack with rifle accuracy |
| Mobility | Run & Gun, Rampage, Run & Reload, Speedster | Stacking speed reduces incoming damage |
| Spellcaster | Focus Shot, Battlemage, West Wizard, Mastery cards | Cooldown reduction keeps spells always available |
| Economy | Stonks, Hoarder, Chad, Gold Prospector | Increases Joker drop rate and end-of-run gold |
| Co-op | Magic Friendship, Mark Ace, Helping Hand | Team passives and shared damage amplification |
Minigun Build
The Minigun rewards standing still and sustained fire. Build around ammo sustain and fire rate scaling.
Core Jokers:
| Card | Cost | Role |
|---|---|---|
| Frenzy Spin (Unique) | — | Fire rate doubles past 10 kills |
| Camper | 5 pts | 50% chance not to consume ammo while standing still |
| Machine Gun | 5 pts | +0.3% fire rate per 50 damage dealt |
For details on these high-rarity cards, see our Legendary Jokers guide. | Ammo Supply | 3 pts | +5% chance for enemies to drop ammo |
Budget remaining: 2 pts for a Fine card (Run & Reload or Soul Siphon)
Playstyle: Position against terrain, spin up, and hold. Frenzy Spin doubles your fire rate after 10 kills, Camper halves ammo consumption, and Machine Gun snowballs fire rate through the entire mission.
Shotgun Build
The Shotgun wants to be in point-blank range with a half-empty magazine for maximum Overblast value.
Core Jokers:
| Card | Cost | Role |
|---|---|---|
| Overblast (Unique) | — | +1 pellet per missing round in the magazine |
| Glass Cannon | 5 pts | +40% weapon and melee damage |
| Destroyer | 3 pts | First 25% of clip deals +15% damage |
| Run & Gun | 2 pts | +30% move speed when shooting |
| Rampage | 2 pts | +25% move speed for 3s on kill |
Budget remaining: 3 pts (Explosive Rounds or Healthy Boi)
Playstyle: Rush in, fire the first shots for Destroyer bonus, let the magazine drain for Overblast scaling. Run & Gun and Rampage keep you mobile between kills.
Leveredge Build
The Leveredge is a precision rifle that rewards consecutive hits and headshots.
Core Jokers:
| Card | Cost | Role |
|---|---|---|
| Eagle Lever (Unique) | — | +5% damage per consecutive hit, up to +50% |
| Stacked Lever (Unique) | — | Reload 2 reserve bullets on kill |
| Weak Link | 3 pts | Weakspot hits +35% |
| Headbang | 4 pts | +20% damage to weakspots |
| Weakspot Refund | 3 pts | +20% chance to refund bullet on weakspot hit |
Budget remaining: 5 pts (Glass Cannon or Second Wind)
Playstyle: Land consecutive headshots to stack Eagle Lever damage. Weak Link and Headbang multiply weakspot hits. Stacked Lever keeps your magazine topped off through kills.
Quad Cylinder Build
The Quad Cylinder is the all-rounder that becomes a precision rifle with the right Jokers.
Core Jokers:
| Card | Cost | Role |
|---|---|---|
| Aiming Burst (Unique) | — | Perfect accuracy while aiming |
| Homing Burst (Unique) | — | Every 20 bullets, fire 5 homing rounds |
| Headbang | 4 pts | +20% damage to weakspots |
| Run & Gun | 2 pts | +30% move speed when shooting |
| Second Wind | 4 pts | Heal 50 HP instead of dying |
Budget remaining: around 5 pts (Glass Cannon or Speedster)
Playstyle: ADS for perfect accuracy via Aiming Burst, let Homing Burst clean up stragglers every 20 rounds, and maintain mobility with Run & Gun.
Long Ranger Build
The Long Ranger is the dedicated sniper — maximize per-shot damage and weakspot explosions.
Core Jokers:
| Card | Cost | Role |
|---|---|---|
| Mindshot (Unique) | — | Weakspot hits cause an explosion |
| Weak Link | 3 pts | Weakspot hits +35%, regular hits -35% |
| Headbang | 4 pts | +20% damage to weakspots |
| Lucky Strike | 3 pts | +10% chance to deal double damage |
| Weakspot Refund | 3 pts | +20% chance to refund bullet |
Budget remaining: 2 pts (Bell Shot or Rampage)
Playstyle: Every headshot triggers Mindshot explosions that clear nearby enemies. Weak Link's downside does not matter because you should always be hitting weakspots at range.
Sidearm Builds
Revolver
| Card | Effect |
|---|---|
| Fanning Ace (Unique) | Chain-fire all bullets on timed reload |
| Headbang | +20% weakspot damage |
| Weakspot Refund | Bullet refund on headshots |
Bow
| Card | Effect |
|---|---|
| Overdraw (Unique) | 2s charge fires 3-arrow cone |
| Ultra Draw (Unique) | 4s charge fires massive explosive arrow |
| Focus Shot | Kills cut spell cooldowns |
Boomerang
| Card | Effect |
|---|---|
| Chunky Throw (Unique) | Twice as big |
| Lingering Throw (Unique) | Doubles linger duration |
Sheriff Stars
| Card | Effect |
|---|---|
| Jump Star (Unique) | +2 Jump while equipped |
| Scavenger Star (Unique) | +30% move speed, +100% pickup range |
What to Grab Mid-Run
Mid-mission Joker drops are random. Priority picks:
- Bell Shot, Cactus Day, Pick Pick — passive damage/healing with no downside, auto-pick always
- Stonks, Hoarder — multipliers that make every other card decision easier
- Glass Cannon, West Wizard — only take if your build already covers the weakness
For complete weapon and spell pairings, check our best loadouts guide.
In multiplayer, only one player can pick up a Joker drop. Coordinate with friends about who needs which card.



