All Legendary & Unique Jokers Explained in Far Far West

Deep dive into every Legendary and Unique Joker Card in Far Far West. Effects, best builds, synergies, and when to pick each high-rarity card.
Legendary and Unique Joker Cards are the highest-impact perks in Far Far West. Legendaries cost 5 slot points and come with trade-offs, while Uniques are tied to specific weapons and reshape how they play entirely. For the complete roster across every rarity, see our Joker cards tier list.

Legendary Jokers (a small ~10-card group)
Glass Cannon
Effect: +40% weapon and melee damage; -25% HP
The strongest raw damage Legendary. The 40% multiplier applies to everything — primary, sidearm, melee, and throwables. The HP loss is manageable when paired with Hit Me (0.5 HP/s for 20s after being hit) or Second Wind (survive one fatal hit).
Best on: Shotgun, Leveredge, any aggressive build — see our best Joker builds for full weapon loadouts Avoid when: You have no healing source
Speedster
Effect: Damage and fire rate scale with movement speed
The second-best damage Legendary, and it has no downside. Stack Run & Gun copies (each gives +30% move speed when shooting) and Rampage (+25% on kill), and Speedster converts all that speed into raw damage output.
Best on: Quad Cylinder, any mobile build Synergies: Run & Gun, Rampage, Disgrace, Run & Reload
Machine Gun
Effect: Per mission, weapon gains +0.3% fire rate per 50 damage dealt
A snowball card that gets stronger the longer the mission runs. On Miniguns and other long-magazine weapons, it compounds dramatically during boss waves. Weak early, dominant late.
Best on: Minigun (massive magazine = massive damage accumulation) Note: Resets between missions
Camper
Effect: 50% chance not to consume ammo while standing still
Doubles your effective magazine when stationary. Essential for Minigun builds that want to hold a position and suppress. Less useful on mobile builds.
Best on: Minigun, Long Ranger (scoped positions) Anti-synergy: Speedster, Run & Gun (you want to move with those)
Extra Dash
Effect: +1 Dash
The cleanest defensive Legendary. No trade-offs, no conditions. The extra dash lets you escape bad positioning, dodge boss attacks, and reposition during reloads. Take it if you already stack survival.
Best on: Any build that values safety over raw damage
Dwarf
Effect: Smaller hitbox; +move speed, +fire rate, lower gravity
A package deal that makes you harder to hit while boosting two offensive stats. The lower gravity changes jump timing, which takes adjustment but enables aerial play with Bouncing Ball (+15% damage while airborne).
Best on: Mobile builds, aerial playstyles Synergies: Bouncing Ball, Moon Gravity, Extra Jump
Giant
Effect: Larger; +HP, +weapon damage, +spell CDR
The opposite of Dwarf. You become a bigger target but gain raw stats across the board. The spell CDR makes it viable for hybrid weapon-spell builds.
Best on: Tank builds, spell-weapon hybrids Trade-off: Larger hitbox means more incoming damage
Ricochet
Effect: Fired bullet ricochets, 30% auto-hit chance
Adds passive damage to every shot. The ricochet can hit enemies behind cover or in groups. Strongest on high fire-rate weapons where the 30% chance triggers frequently.
Best on: Minigun, Quad Cylinder (high fire rate)
Cantrip One-Trick
Effect: -20% cooldown on spells with base cooldown ≤35s
A spell-focused Legendary that accelerates fast-cycle spells. Most S-tier spells qualify, making this a strong pick for dedicated caster builds.
Best on: Spell combo builds (Fireball, Swap, Strikes) Synergies: West Wizard, Focus Shot, Battlemage
Toolbox
Effect: Disables utility pickups; utility refills every 90s
Guarantees utility availability on a timer rather than relying on drops. Strong for Dynamite-dependent builds that need consistent AoE access.
Best on: Builds that rely heavily on utility throwables
Unique Jokers (two per weapon)
Unique cards only attach to a specific weapon and reshape how it plays. Each weapon has its own pair, and they draw from that weapon's slot budget rather than carrying a fixed point cost.
Weapon-Defining Uniques
| Card | Weapon | Effect | Impact |
|---|---|---|---|
| Frenzy Spin | Minigun | Fire rate doubles past 10 kills | Transforms Minigun into the highest DPS weapon in the game |
| Overblast | Shotgun | +1 pellet per missing round | Half-empty magazine = devastating spread |
| Eagle Lever | Leveredge | +5% per consecutive hit, up to +50% | Rewards accuracy with massive damage scaling |
| Aiming Burst | Quad Cylinder | Perfect accuracy while aiming | Turns the Quad Cylinder into a precision rifle |
| Overdraw | Bow | 2s charge fires 3-arrow cone | Converts Bow from single-target to AoE |
Mobility & Utility Uniques
| Card | Weapon | Effect |
|---|---|---|
| Scavenger Star | Sheriff Star | +30% move speed and +100% pickup range |
| Jump Star | Sheriff Star | +2 Jump while equipped |
| Eco Trick | Dual Revolvers | Reloading no longer wastes ammo |
| Rush Blast | Shotgun | First bullet has perfect accuracy and extra range |
Damage Uniques
| Card | Weapon | Effect |
|---|---|---|
| Mindshot | Long Ranger | Weakspot hits cause an explosion |
| Mark Ace | Revolver | Bullets mark enemies; marked take +15% damage |
| Homing Burst | Quad Cylinder | Every 20 bullets, fire 5 homing rounds |
| Swamp Trick | Dual Revolvers | Reload explosions leave damaging puddles |
| Focus Shot | Long Ranger | Each kill cuts spell cooldowns by 1s |
Sidearm & Throwable Uniques
| Card | Weapon | Effect |
|---|---|---|
| Fanning Ace | Revolver | Time mid-reload input to chain-fire all bullets |
| Ultra Draw | Bow | 4s charge fires one massive explosive arrow |
| Chunky Throw | Boomerang | Boomerang is twice as big |
| Lingering Throw | Boomerang | Doubles linger duration |
| Stacked Lever | Leveredge | Reload 2 reserve bullets on kill |
| Elemental Spin | Minigun | 30% chance to fire random elemental bullet |
Note: the Boomerang's Chunky Throw is distinct from CHONKY, a separate generic damage card (+20% damage / +25% gravity) covered in the tier list.
When to Take Legendaries
Legendary cards eat 5 slot points — roughly a third of a budget that sits around 15 points and shifts with the patch. Only take them when:
- The build is already functional — Legendaries amplify, they do not fix broken loadouts
- You can cover the trade-off — Glass Cannon needs healing, Camper needs stationary play
- The synergy is clear — Speedster with Run & Gun stacking, Machine Gun on Minigun
If none of these apply, three Prime cards (3 pts each = 9 pts) often provide more total value than one Legendary + one Fine.
Secret Jokers
Some Jokers are unlocked through secret missions rather than normal drops:
- Bellshot — from the Ghost Bells secret mission
- Pick Pick / Pigpick — from the Canyon Medallions mission
- Cactus Day — from the Cactus Day secret mission
These are among the best Fine-tier cards in the game and worth unlocking early.



