Jokers
/jokers
Normal
+5% attack and reload speed
+50% chance for attacks to make chicken sounds. Useless!
When you reload an empty clip, heal for 2 HP
+10% chance for enemies to drop 1 gold nugget upon death
+10% damage, but +30% gravity while the weapon is active
When you take HP damage, gain +20% damage for 3 sec.
+50% chance for weakspot hits to blow confetti. Useless!
+5% chance to spawn a pig on impact. Attack them to make them explode.
+40% swap speed
+10% attack speed when aiming
Move faster and deal more damage as a dead ghost
Healing bottles are 25% more effective on you
You can revive your allies twice as fast
+10% melee damage
While at or below 30% HP, gain +30% move speed
-5% gravity
Automatically reload your weapon after casting a spell
While at or below 30% HP, deal +30% damage
Walking makes rubber duck noises. Useless!
+50% hero glow. You're shining! Useless!
+10% ammo bag
Fine
+2% chance to spawn an anti-gravity area when an enemy dies
+5% chance for weakspot hits to summon a healing ghost bell
+5% chance for a Cactus Mino to spawn when an enemy dies
+2 explosive bullets at the end of your magazine
+7% damage
Your first hit after equipping a weapon deals 30% more damage. For shotguns, the bonus applies to the entire blast.
+20% reload speed
Melee kills on frozen enemies grant 2 shield points
+10% chance to deal double damage per hit
+15% melee range and hitbox size
+10% chance on hit to spawn damaging pickaxes on the target
+10% chance for a speed-boosting ring to spawn when an enemy dies
+30% move speed when shooting
+50% move speed when reloading
+10% chance for a shroom to spawn when an enemy dies
Gain +25% accuracy, but -10% attack speed
+15% damage airborne
+1 Utility Ammo
Reveals the position of the Wandering Trader and get a 20% discount. You deserve it
Taking HP damage grants +20% melee speed for 3 sec.
Your bare hands hits are more powerful
Increase your acquired Gold by 20% at the end of a mission
+20% jump height
Picking up a joker heals for a bonus +35HP
When you take HP damage, deal the same damage plus 15 back to the attacker.
Upon reaching 25% HP, release a wave that burns nearby enemies (cooldown: 60 sec.)
After 10 sec. without taking damage, your shield is set to a minimum of 10 shield points
Increase your acquired Souls by 20% at the end of a mission
Increased pick up range and heals for +2 HP when picking up a soul
+10% move speed
+5 HP
Prime
+5% chance for enemies to drop an ammo box upon death
+15% damage while shielded
Gain up to +50% melee damage as your HP gets lower
Melee kills grant a stacking +5% melee speed for 5 sec., up to +50%
The first 25% of your clip deals +20% damage
+5% chance for your hits to cause an explosion (Pyro)
+5% chance for your hits to cause an explosion (Acid)
+5% chance for your hits to cause an explosion (Elec)
+5% chance for your hits to cause an explosion (Frost)
+20% attack speed
Gain 5% reload speed on kill for 10 sec., up to 100%
Reloading an empty clip is 50% faster
Your primary weapon removes elements from enemies to instantly deal 10 damage
+20% weakspot damage
+35% weakspot damage, but -20% regular hits damage
+20% chance to get your ammo back after a weakspot hit
-10% spell cooldown
Gain +1 HP for every 20 Gold in your mission inventory, up to +15 HP
+20% damage, but +15% gravity
Gain +30% movement speed. Your horse does not want to be with you
Reduce all damage taken by 10% when shielded
While at full HP, gain +20% move speed, reload speed, and attack speed
Upon reaching 25% HP, gain +50 shield (cooldown: 60 sec.)
Passively regain HP while being near allies
Picking up a soul grants 20% damage and reload speed for 5 sec.
+20% chance that opening a chest gives you a random Joker
Mythic
Grants +25% weapon damage, but reloading now wastes unused ammo
Melee kills heal you for 2 HP
Your hits instantly kill enemies below 20% HP, except elites and bosses. These kills trigger on-kill Jokers such as Life Pact and increase your kill streak.
+30% weakspot damage
After your shield absorbs a hit, your next attack deals +100% damage. The bonus applies to the entire Boomerang throw or shotgun blast.
Melee kills grant you 1 shield points
+1 Jump
Your shield decreases 30% less quickly
Your melee attacks freeze enemies, consuming 3 shield points per enemy
Heal 0.75 HP per second for 20 sec. after being hit
+15% chance that collecting a Joker makes another random one appear
Gain +1 HP for each active Joker
While at or below 30% HP, reduce all damage taken by -30% and gain 10% melee lifesteal
Ammo pickups are disabled. Gain 10% of max ammo every 12 sec.
Kills heal you for 2 HP, but max. HP is reduced by 30%
-25% gravity
Heal 50 HP instead of dying to a fatal hit (cooldown: 180 sec.)
Reduce all damage taken by 20%, but receive -30% healing
While at full health, excess healing converts into shield points, up to +15 SP. Healing below full health does not grant shield points.
Gain -30% spell cooldown, but -30% HP
Gain -10% Acid cooldown per equipped Acid spell
Gain -10% Cactus spells cooldown per equipped Cactus spell
Gain -10% Elec spells cooldown per equipped Elec spell
Gain -10% Pyro spells cooldown per equipped Pyro spell
Gain -10% Voodoo spells cooldown per equipped Voodoo spell
Gain -10% Frost spells cooldown per equipped Frost spell
Legendary
Gain +1% damage per 1 shield point, up to 80%
+50% chance not to consume ammo while standing still
Per mission, the weapon gains +0.3% attack speed for every 50 damage dealt
Gain +7% damage and attack speed for every distinct joker rarity equipped on the weapon
The fired bullet ricochets, with a 30% chance to automatically hit a nearby enemy
+1% damage and attack speed per 3% bonus move speed, up to +40%
The weapon gains +4% lifesteal. Melee hits and damage to Cryptic Train and Cryptic Saloon trigger the healing. Lifesteal uses damage dealt and excludes overkill damage.
Killing an enemy shortens all ongoing spell cooldowns by 0.5%
Spells with base cooldowns of 35s or less gain -25% spell cooldown
Casting a spell decreases the spell cooldown of other spells by 3 sec. to a minimum of 4 sec.
Flip a coin every 10 sec. You either deal +100% or -50% weapon damage
Gain +30% shield points from all sources
You are small. Gain movespeed, attack speed and lower gravity
+1 Dash
+40% weapon and melee damage, but -25% HP
You are big. Gain health, weapon damage and spell cooldown reduction
You are bigger. Gain +25% HP
-20% spell cooldown, but spells are randomized on each cast
Utility pickups are disabled. Your utility automatically refills after 90 sec.
Unique
+30% weakspot damage and piercing bullets while aiming
Every 8 bullets fired, shoot 2 homing bullets at nearby enemies
Shoots an extra pellet for every 4 missing shots in the magazine
The first 3 bullets in your magazine have 100% accuracy and shoot further away
Every weakspot hit reduces the cooldown of your spells by 2 sec.
Weakspot hits cause an explosion
The minigun has a 30% chance to fire a random elemental bullet instead of a regular one
While your kill counter is above 10, the minigun fires twice as fast
Fire mid-reload at the right moment to chain-fire all bullets
Bullets mark enemies for 5 sec. Marked enemies take +15% damage
Charge for 2 sec. to fire 3 arrows in a cone. Attack speed reduces charge time
Charge for 4 sec. to fire a massive explosive arrow. Attack speed reduces charge time
Reloading no longer wastes ammo
Reload explosions now leave puddles on the ground
+2 Jumps while holding the Sheriff Stars
Gain +100% pickup range. Gain +30% move speed while holding the Sheriff Stars
Consecutive shots without missing grant +10% damage, stacking up to +50%
Instantly reload 2 bullets from your reserve ammo on kill
The boomerang is twice as big and passes through the shields
Doubles the lingering time. Combines with Lingering Time upgrade
The charged attack propels you backwards and has a 20% chance to apply Frost to enemies
Taking damage generates charge and grants +30% attack speed for 2 sec.
The charged attack grants +50% move speed and lets you fly. It also triggers when attacking empty air and preserves your momentum.
Casting a spell instantly fills your charge bar
Gain an extra chord per hit and a wider healing zone, but lose the slam attack. The healing radius is 2048 game units in version 0.2.0.20.
Hold the slam attack longer to release a more powerful blow
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.






