Jokers
/jokers
153 项
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
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
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
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
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
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
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.