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

Card Shark
Card Shark
Published On
May 16, 2026

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.

Joker Cards overview

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

TierSlot CostRole
Normal1 ptUtility and flavor effects
Fine2 ptsCheap, reliable passives
Prime3 ptsCore combat effects
Mythic4 ptsBuild-defining mechanics
Legendary5 ptsHigh-impact with trade-offs
UniqueWeapon-specificTied 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)

CardEffect
Chickshot+50% chance for bullets to make chicken sounds
Cushion BootsNegates fall damage
Deadly StrongMove faster and deal more damage as a ghost
Gold Tooth+10% chance for enemies to drop a gold nugget
Heavy DrinkerHealing bottles are 25% more effective
Helping HandRevive 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 DuckWalking 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)

CardEffect
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
ChadReveals the Wandering Trader and grants 20% discount
ClutchThe last 2 bullets in your magazine are explosive
Fist FightMelee 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
RageAt 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)

CardEffect
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
DestroyerFirst 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 FriendshipPassive HP regen near allies
Reload MasteryEmpty-clip reloads are 50% faster
Soul EaterSoul pickup grants +20% damage and reload speed for 5s
Stonks+15% chance for chests to contain a Joker
Weak LinkWeakspot 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)

CardEffect
Acid Mastery-10% Acid cooldown per equipped Acid spell
BattlemageKills 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 MeHeal 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
LazyDisables ammo pickups; passive ammo regen
Life PactKills heal 2 HP; max HP -30%
MedicardPicking up a Joker heals +50 HP
Moon Gravity25% lower gravity
Pyro Mastery-10% Pyro cooldown per equipped Pyro spell
Second WindHeal 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)

CardEffect
Camper50% chance not to consume ammo while standing still
Cantrip One-Trick-20% cooldown on spells with base cooldown ≤35s
DwarfSmaller hitbox; +move speed, +fire rate, lower gravity
Extra Dash+1 Dash
GiantLarger; +HP, +weapon damage, +spell CDR
Glass Cannon+40% weapon and melee damage; -25% HP
Machine GunPer mission, weapon gains +0.3% fire rate per 50 damage dealt
RicochetFired bullet ricochets, 30% auto-hit chance
SpeedsterDamage and fire rate scale with movement speed
ToolboxDisables 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.

CardWeaponEffect
Aiming BurstQuad CylinderPerfect accuracy while aiming
Chunky ThrowBoomerangBoomerang is twice as big
Eagle LeverLeveredge+5% damage per consecutive hit, up to +50%
Eco TrickDual RevolversReloading no longer wastes ammo
Elemental SpinMinigun30% chance to fire a random elemental bullet
Fanning AceRevolverTime a mid-reload input to chain-fire all bullets
Focus ShotLong RangerEach kill cuts spell cooldowns by 1s
Frenzy SpinMinigunFire rate doubles past 10 kills on the counter
Homing BurstQuad CylinderEvery 20 bullets, fire 5 homing rounds
Jump StarSheriff Star+2 Jump while equipped
Lingering ThrowBoomerangDoubles linger duration
Mark AceRevolverBullets mark enemies for 3s; marked take +15% damage
MindshotLong RangerWeakspot hits cause an explosion
OverblastShotgun+1 pellet per missing round in the magazine
OverdrawBow2s charge fires a 3-arrow cone
Rush BlastShotgunFirst magazine bullet has perfect accuracy and extra range
Scavenger StarSheriff Star+30% move speed and +100% pickup range
Stacked LeverLeveredgeReload 2 reserve bullets instantly on kill
Swamp TrickDual RevolversReload explosions leave damaging puddles
Ultra DrawBow4s 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.

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