Jokers
/jokers
Field Manual
Far Far West Jokers
Perk cards you stack between rounds. Six tiers from Normal to Unique.
Far Far West features 120 joker cards across six rarity tiers, from Normal to Unique. Jokers are perk modifiers stacked between mission rounds that change how your loadout performs. Higher tiers offer stronger or more specialized effects, and each joker can stack up to its maximum count.
Some jokers apply to all weapons, while others are restricted to specific guns or hero abilities. Filter by tier, class, or weapon below to find the right combination for your build.
Normal
CHICKSHOT
+50% chance for bullets to make chicken sounds. Useless!
DEADLY STRONG
Move faster and deal more damage as a dead ghost
GOLD TOOTH
+10% chance for enemies to drop 1 gold nugget upon death
HEAVY DRINKER
Healing bottles are 25% more effective on you
HELPING HAND
You can revive your allies twice as fast
LAST DANCE
While under 30% HP, gain +30% move speed
PARTY SHOT
+50% chance for weakspot hits to blow confetti. Useless!
PIGSHOT
+5% chance to spawn a pig on impact. Shoot them to make them explode boom
RELENTLESS
While under 30% HP, deal +30% damage
RUBBER DUCK
Walking makes rubber duck noises. Useless!
SHINE BRIGHT
+50% hero glow. You’re shining! Useless!
SWIFT SHOT
+10% fire rate when aiming
Fine
ANTI-GRAVITY FALLS
+2% chance to spawn an anti-gravity area when an enemy dies
BELL SHOT
+5% chance for weakspot hits to summon a healing ghost bell
BOUNCING BALL
+15% damage airborne
CACTUS DAY
+3% chance for a Cactus Mino to spawn when an enemy dies
CARE PACKAGE
+1 Utility Ammo
CHAD
Reveals the position of the Wandering Trader and get a 20% discount. You deserve it
CLUTCH
The last 2 bullets in your magazine are explosive
FIST FIGHT
Your melee hits are more powerful
GOLD PROSPECTOR
Increase your acquired Gold by 20% at the end of a mission
MEDICARD
Picking up a joker heals for a bonus +35HP
PICK PICK
+5% chance on hit to spawn damaging pickaxes on the target
RAGE
Upon reaching 25% HP, release a wave that burns nearby enemies (cooldown: 60 sec.)
RUN & GUN
+30% move speed when shooting
RUN & RELOAD
+50% move speed when reloading
SHROOM GRAVE
+10% chance for a shroom to spawn when an enemy dies
SOUL REAPER
Increase your acquired Souls by 20% at the end of a mission
SOUL SIPHON
Increased pick up range and heals for +2 HP when picking up a soul
SPEEDY GUNZALES
+10% move speed
Prime
AMMO SUPPLY
+5% chance for enemies to drop an ammo box upon death
CHEAPSKATE
Gain +1HP for every 20 Gold in your mission inventory
CHONKY
+20% damage, but +25% gravity
DESTROYER
The first 25% of your clip deals +15% damage
DISGRACE
Gain +30% movement speed. Your horse does not want to be with you
EXPLOSIVE ROUNDS
+5% chance to shoot explosive projectiles (Pyro)
EXPLOSIVE ROUNDS
+5% chance to shoot explosive projectiles (Acid)
EXPLOSIVE ROUNDS
+5% chance to shoot explosive projectiles (Elec)
HEALTHY BOI
While at full HP, gain +20% move speed, reload speed, and fire rate
LUCKY STRIKE
+10% chance to deal double damage per shot
MAGIC FRIENDSHIP
Passively regain HP while being near allies
RAMPAGE
Gain 5% reload speed on kill for 10 seconds, up to 100%
RELOAD MASTERY
Reloading an empty clip is 50% faster
SOUL EATER
Picking up a soul grants 20% damage and reload speed for 5s
STONKS
+15% chance that opening a chest gives you a random Joker
WEAK LINK
Weakspot hits do 35% more damage, but regular hits do 35% less damage
WEAKSPOT REFUND
+20% chance to get your bullet back after a weakspot hit
Mythic
ACID MASTERY
Gain -10% Acid cooldown per equipped Acid spell
BATTLEMAGE
Killing an enemy shortens all ongoing spell cooldowns by 1%
CACTUS MASTERY
Gain -10% Cactus cooldown per equipped Cactus spell
CONSUMER
Grants +20% weapon damage, but reloading now wastes unused ammo
ELEC MASTERY
Gain -10% Elec cooldown per equipped Elec spell
EXTRA JUMP
+1 Jump
HEADBANG
Deal +20% damage to weakspots
HIT ME
Heal 0.75 HP per second for 20 seconds after being hit
HOARDER
+15% chance that collecting a Joker makes another random one appear
JOKER DEALER
Gain +1 HP for each active Joker (including weapons)
LAZY
Ammo pickups are disabled. Gain 10% of max ammo every 12 seconds
LIFE PACT
Kills heal you for 2 HP, but max. HP is reduced by 30%
MOON GRAVITY
25% lower gravity
PYRO MASTERY
Gain -10% Pyro cooldown per equipped Pyro spell
SECOND WIND
Heal 50 HP instead of dying to a fatal hit (cooldown: 180 sec.)
VOODOO MASTERY
Gain -10% Voodoo cooldown per equipped Voodoo spell
WEST WIZARD
Gain -30% spell cooldown, but -30% HP
Legendary
CAMPER
50% chance not to consume ammo while standing still
CANTRIP ONE-TRICK
Spells with base cooldowns of 35s or less have 20% reduced cooldown
DWARF
You are small. Gain Movespeed, Firerate and Lower gravity
EXTRA DASH
+1 Dash
GIANT
You are big. Gain Health, Weapon Damage and Spell CDR
GLASS CANNON
+40% weapon and melee damage, but -25% HP
MACHINE GUN
Per mission, the weapon gains +0.3% fire rate for every 50 damage dealt
RICOCHET
The fired bullet ricochets, with a 30% chance to automatically hit a nearby enemy
SPEEDSTER
Gives increased damage and fire rate the faster you are
TOOLBOX
Utility pickups are disabled. Your utility automatically refills after 90 sec
Unique
AIMING BURST
+30% weakspot damage and piercing bullets while ADS
CHONKY THROW
The boomerang is twice as big and passes through the shields
EAGLE LEVER
Consecutive shots without missing grant +10% damage, stacking up to +50%
ECO TRICK
Reloading no longer wastes ammo
ELEMENTAL SPIN
The minigun has a 30% chance to fire a random elemental bullet instead of a regular one
FANNING ACE
Fire mid-reload at the right moment to chain-fire all bullets with low accuracy
FOCUS SHOT
Every kill reduces the cooldown of your spells by 1 second
FRENZY SPIN
While your kill counter is above 10, the minigun fires twice as fast
HOMING BURST
Every 8 bullets fired, shoot 2 homing bullets at nearby enemies
JUMP STAR
+2 Jump while holding the Sheriff Stars
LINGERING THROW
Doubles the lingering time. Combines with Lingering Time upgrade
MARK ACE
Bullets mark enemies for 5s. Marked enemies take +15% damage
MINDSHOT
Weakspot hits have 50% chance to cause an explosion
OVERBLAST
Shoots an extra pellet for every 4 missing shots in the magazine
OVERDRAW
Charge for 2 seconds to fire 3 arrows in a cone. Bend speed reduces charge time
RUSH BLAST
The first 3 bullets in your magazine have 100% accuracy and shoot further away
SCAVENGER STAR
Gain +100% pickup range. Gain +30% move speed while holding the Sheriff Stars
STACKED LEVER
Instantly reload 2 bullets from your reserve ammo on kill
SWAMP TRICK
Reload explosions now leave puddles on the ground
ULTRA DRAW
Charge for 4 seconds to fire a massive explosive arrow. Bend speed reduces charge time
Showing 94 jokers.
Frequently Asked Questions
How many jokers are in Far Far West?
Far Far West has 120 joker cards across 6 tiers, from Normal to Unique. Each joker card provides a unique perk modifier that changes how your loadout performs in combat.
What is the best joker in Far Far West?
The highest-tier jokers are Unique-rarity cards. Unique jokers offer the most powerful and specialized effects in the game.
How do jokers work in Far Far West?
Jokers are perk modifiers stacked between mission rounds. Each joker occupies a slot in your loadout and can stack up to its maximum count. Some apply to all weapons, others are restricted to specific guns or hero abilities.
What is the difference between hero and weapon jokers in Far Far West?
Hero jokers affect your character's base stats and abilities, while weapon jokers modify specific gun behavior like damage, fire rate, or reload speed. Some jokers work on both, giving you flexible build options.