All Joker Cards in Far Far West — Full List & Tier Rankings

A full-roster reference for Joker Cards in Far Far West, organized by rarity tier. Normal, Fine, Prime, Mythic, Legendary, and Unique cards with effects and slot costs.
Joker Cards are the core perk system in Far Far West. The full roster spans dozens of cards 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. For optimized card combinations per weapon, see our best Joker builds guide.

How Joker Cards Work
- Each Joker costs between 1 and 5 slot points based on its rarity
- Both your character and every weapon hold a shared budget of around 15 slot points (patch-dependent)
- Permanent Jokers are equipped from the Saloon before a run
- Temporary Jokers drop mid-mission from chests, enemy kills, and the Wandering Trader
- The Soul Gambler in the Saloon rolls random cards for Souls (see below)
- New character slots open as you level up
- The full joker pool unlocks at character level 50
- Prestige (past level 100) can raise the budget further in some patches
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 |
For a deep dive into every Legendary and Unique card, see our Legendary Jokers guide.
Normal Jokers (1 pt each)
| 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 |
Worth slotting: Cushion Boots, Heavy Drinker, Swift Shot
Fine Jokers (2 pts each)
| 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 |
Top picks: Bell Shot, Soul Siphon, Run & Gun, Rampage
Prime Jokers (3 pts each)
| 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 |
Top picks: Weak Link + Weakspot Refund (pair on rifles), Healthy Boi, Disgrace
Mythic Jokers (4 pts each)
| 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 |
Top picks: Second Wind, Hit Me, Headbang, West Wizard, Element Mastery cards
Legendary Jokers (about 10 cards, 5 pts each)
| 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 |
Top picks: Glass Cannon, Speedster, Machine Gun, Extra Dash
For complete loadout recommendations pairing these cards with weapons and spells, check our loadouts guide.
Unique Jokers (weapon-specific)
Each weapon has its own pair of Unique cards that only attach to that weapon. The Sheriff Star also carries its own utility Uniques.
| Card | Weapon | Effect |
|---|---|---|
| Aiming Burst | Quad Cylinder | Perfect accuracy while aiming |
| Chunky Throw | Boomerang | Boomerang is twice as big |
| Eagle Lever | Leveredge | +5% damage per consecutive hit, up to +50% |
| Eco Trick | Dual Revolvers | 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 | Long Ranger | Each kill cuts spell cooldowns by 1s |
| Frenzy Spin | Minigun | Fire rate doubles past 10 kills on the counter |
| Homing Burst | Quad Cylinder | Every 20 bullets, fire 5 homing rounds |
| Jump Star | Sheriff Star | +2 Jump while equipped |
| Lingering Throw | Boomerang | Doubles linger duration |
| Mark Ace | Revolver | Bullets mark enemies for 3s; marked take +15% damage |
| Mindshot | Long Ranger | 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 | Shotgun | 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 | Dual Revolvers | Reload explosions leave damaging puddles |
| Ultra Draw | Bow | 4s charge fires one massive explosive arrow |
Note: do not confuse the Boomerang's Chunky Throw Unique with CHONKY, the separate generic damage card listed under the Prime table above (+20% damage / +25% gravity).
Soul Gambler
The Soul Gambler in the Saloon costs 250 Souls per roll. Pull rates:
- 25% Normal
- 35% Fine
- 20% Prime
- 16% Mythic
- 4% Legendary
Use it as a supplement rather than a reliable farm for specific cards.



