Joker Cards are the core perk system in Far Far West. These equippable modifiers attach to your weapons and character to fundamentally change how your loadout performs. Unlike raw stat upgrades, Jokers add conditional effects like healing on kill, explosive last-round bullets, and movement speed bursts.
1. What Are Joker Cards in Far Far West?
Joker Cards sit at the intersection of customization and strategy. Your build identity largely comes down to how you fill your Joker budget and balance your passive abilities across your gear. The system is split into two categories to reward both preparation and exploration.
Every Joker costs between 1 and 5 slot points, depending on its rarity tier. Both Weapons and your character can hold up to 15 Joker slot points.
A single Mythic or Legendary Joker can consume three to five points in one go, while stacking multiple cheaper Jokers spreads the budget thin but creates more flexible effect coverage.
- Permanent Jokers: Equipped from the Saloon before a run. These define your baseline loadout and carry into every mission.
- Temporary (Mission) Jokers: Picked up during a run from chests, enemy drops, or the Wandering Trader. These stack on top of your permanent setup and can dramatically tilt the power level of any given run.
2. Joker Rarity Tiers
Far Far West uses six rarity tiers for Jokers, each with an increasing slot cost and power ceiling. Higher-rarity Jokers become available as you level up both your character and individual weapons. The full Joker pool unlocks at level 50.
Understanding these tiers is the foundation of managing your budget effectively. Use the table below to plan your slot limits and evaluate card value.
| Tier | Slot Cost | General Power Level |
|---|---|---|
| Normal | 1 pt | Low power, utility, or flavor |
| Fine | 2 pts | Meaningful passives, good value |
| Prime | 3 pts | Reliable combat effects |
| Mythic | 4 pts | High-impact, build-defining |
| Legendary | 5 pts | Game-changing with heavy trade-offs |
| Unique | Weapon-specific | Powerful mechanics tied to specific weapons |
3. How to Get Joker Cards in Far Far West
Joker Cards in Far Far West do not arrive automatically. Every card in your build is either equipped before the run, found during it, or permanently unlocked through specific in-game actions.
There are three distinct acquisition sources to understand. Knowing each one is essential for building consistently across runs.
3.1. Permanent Jokers from the Saloon
These are the foundation of any build. Permanent Jokers are selected from your Saloon loadout screen before a run begins and carry into every mission until you swap them out.
- Higher-rarity cards unlock as you level up your character and weapons, with new slots and cards becoming available at specific level thresholds.
- The complete Joker pool becomes available at level 50.
- You can buy additional copies with Gold.
3.2. Mission Jokers During a Run
Temporary Jokers drop during a run and stack on top of your permanent setup. They do not carry back to your loadout after extraction. You can acquire them from these three in-run sources:
- Loot chests: Scattered across each map, these have a base chance to contain a Joker. The STONKS Joker raises this chance by 15%.
- Enemy kills: Kills occasionally drop Jokers directly. The HOARDER Joker adds a 15% chain-spawn chance whenever you collect one.
- Wandering Trader: A roaming merchant who carries a rotating Joker stock you can buy mid-run. The CHAD Joker reveals his position on the map and grants a 20% discount on his stock.
3.3. Soul Gambling for Early Rarity Access
If you want access to Mythic or Legendary Jokers before hitting level 50, the Soul Gambler at the Saloon (across the Character Shop) lets you spend 250 Souls per roll for a random Joker card. Each roll pulls from the full rarity pool at these confirmed drop rates:
- Normal: 25%
- Fine: 35%
- Prime: 20%
- Mythic: 16%
- Legendary: 4%
The odds heavily favor Normal and Fine rolls, so treat gambling as a supplementary source rather than a reliable path to top-tier cards.
4. How to Unlock Joker Slots
Joker slots on both weapons and your character are tied to specific level thresholds. Understanding the unlock curve early prevents you from running underpowered builds for longer than necessary.
For your character, new Joker slots open at levels 4, 6, 8, 10, 13, 16, 19, 24, 29, 42, and 50. Weapons follow the same level gate structure. Reaching level 50 on a weapon is the benchmark for fully unlocking its build potential and is highly recommended before leaning into specific weapon combinations.
After reaching Prestige by leveling past 100, you can expand your Joker budget beyond the default 14 points on weapons. This gives endgame players meaningful extra build space without making lower-level setups obsolete.
5. Best Jokers by Category
The Jokers below represent the strongest and most reliable picks grouped by the role they fill in a build. Most effective setups mix across these categories rather than committing entirely to one strategy.
5.1. Best Survivability Jokers
- Hit Me
- Second Wind
Survival is the foundation of any Far Far West build, especially in solo play, where there are no teammate revives. These Jokers provide the most consistent uptime against sustained enemy pressure:
- Hit Me (Mythic, 4 pts): Heals 0.5 HP per second for 20 seconds after being hit. This neutralizes chip damage from basic enemy encounters.
- Second Wind (Mythic, 4 pts): Instantly heals 50 HP instead of dying to a fatal hit, with a 180-second cooldown. One of the best safety nets in the game.
- Soul Siphon (Fine, 2 pts): Increases soul pickup range and heals 2 HP per soul collected. Stack two copies for 4 HP per soul.
- Bell Shot (Fine, 2 pts): Grants a 5% chance on precision hits to summon a healing ghost bell. Stack two copies for a combined 10% proc rate.
- Magic Friendship (Prime, 3 pts): Passively regenerates HP while near allies. Very strong in co-op but loses significant value in solo play.
5.2. Best Damage Jokers
- Headbang
- Glass Cannon
Damage Jokers range from straightforward multipliers to high-commitment cards with meaningful trade-offs. The best pick depends heavily on your weapon type and how reliably you can land weakspot hits:
- Headbang (Mythic, 4 pts): Deals +20% damage to weak spots. Excellent for rifles and revolvers where precision shooting is integral to the weapon’s identity.
- Glass Cannon (Legendary, 5 pts): Grants +40% weapon and melee damage but reduces HP by 25%. Pair with Second Wind or Hit Me to offset the health reduction.
- Weak Link (Prime, 3 pts): Weakspot hits deal +35% more damage, but regular hits deal 35% less. Ideal for single-target precision weapons.
- CHONKY (Prime, 3 pts): Grants +20% damage with +25% gravity as a downside. Manageable in enclosed areas or with Extra Jump active.
- Lucky Strike (Prime, 3 pts): Grants a +10% chance to deal double damage per shot. Best used on high-fire-rate weapons like miniguns and SMGs.
5.3. Best Mobility Jokers
- Speedster
- Run & Gun
Mobility is a universal requirement regardless of your build type. The game’s bunny-hopping movement system rewards Speed directly through reduced incoming damage and superior positioning:
- Run and Gun (Prime, 3 pts): Grants +30% move speed while shooting. Stack up to eight copies for massive speed accumulation.
- Rampage (Fine, 2 pts): Grants +25% move speed for 3 seconds on kill. Extremely cost-efficient in dense wave encounters.
- Run and Reload (Fine, 2 pts): Grants +30% move speed when reloading. Turns a vulnerable moment into an evasive movement window.
- Speedster (Legendary, 5 pts): Increases damage and fire rate the faster you move. Best utilized on builds already stacking multiple movement cards.
- Disgrace (Prime, 3 pts): Grants +30% movement speed, but your horse no longer wants to be near you. A clean, flat mobility boost with a purely cosmetic drawback.
5.4. Best Utility and Economy Jokers
- Hoarder
- Joker Dealer
Economy and utility Jokers act as force multipliers. These cards accelerate Joker acquisition, reduce trader costs, and passively scale your HP pool as your collection grows:
- Gold Tooth (Normal, 1 pt): Grants a +10% chance for enemies to drop 1 gold nugget on death. Excellent for dedicated gold farming runs.
- CHAD (Fine, 2 pts): Reveals the Wandering Trader’s position and grants a 20% discount on his stock.
- STONKS (Prime, 3 pts): Grants a +15% chance that opening a chest gives a random Joker. Excellent early-run investment.
- HOARDER (Mythic, 4 pts): Grants a +15% chance that collecting a Joker spawns another random one, creating a powerful snowball effect.
- Joker Dealer (Mythic, 4 pts): Grants +1 HP for each active Joker across both your weapons and character.
- MEDICARD (Mythic, 4 pts): Heals +50 HP whenever you pick up any Joker. Highly effective when paired with HOARDER and STONKS.
6. Unique (Weapon-Specific) Jokers
Unique Jokers are tied to specific weapons and are unlocked by leveling that gear to level 50. They represent the highest per-weapon expression of build identity and can drastically alter combat mechanics.
The table below covers the defining card for each weapon’s playstyle. Fanning Ace is widely considered one of the strongest, transforming the Revolver’s reload into an offensive skill.
| Weapon | Joker | Effect |
|---|---|---|
| Any Weapon | Homing Burst | Every 20 bullets, shoot 5 homing bullets at nearby enemies |
| Any Weapon | Ricochet | Fired bullets gain a 30% chance to auto-hit a nearby enemy |
| Bow | Overdraw | Charge 2 seconds to fire 3 arrows in a cone |
| Bow | Ultra Draw | Charge 4 seconds for a massive explosive arrow |
| Leveredge | Eagle Lever | Consecutive hits stack +5% damage, up to +50% |
| Minigun | Elemental Spin | 30% chance to fire a random elemental bullet per shot |
| Minigun | Frenzied Spin | Fires twice as fast when the kill counter exceeds 10 |
| Long Ranger | Mindshot | Weakspot hits cause an explosion |
| Revolver | Fanning Ace | Fire mid-reload to chain-fire all bullets |
| Revolver | Mark Ace | Bullets mark enemies for 3s; marked enemies take +15% damage |
| Shotgun | Overblast | Shoots an extra pellet for every missing round |
| Spell-hybrid | Focus Shot | Every kill reduces all spell cooldowns by 1 second |
7. Secret Jokers and How to Get Them
Five weapon Jokers are locked behind hidden secret missions, one per eligible map. These cannot be purchased from the Saloon and require completing specific in-map objectives in a single run. Secret missions are unavailable on Jungle, Hellfire, and Far Far North.
Always complete these secret missions before defeating the boss to avoid infinite enemy spawns during your exploration.
| Map & Joker | Effect | How to Unlock |
|---|---|---|
| Far West: Bell Shot | Chance on precision hits to summon a healing bell | Complete bell mini-games at 3 locations, then return to the Great Bell |
| Canyon: Pick Pick | Chance on hit to spawn damaging pickaxes on the target | Collect 4 medallions across the map and insert them into the cave door |
| Desert: Cactus Day | Chance to spawn a Cactus Mino when an enemy dies | Match 12 cacti (6 children to 6 parents) at the marked desert location |
| Woodlands: Shroom Grave | Chance to spawn a shroom when an enemy dies | Touch 7 mushrooms in the correct sequence, then return to the Shroom Stone |
| Area 41: Anti-Gravity Falls | Chance to spawn an anti-gravity area on enemy death | Enter map symbols in the correct order at the terminal |
8. Co-op vs. Solo Joker Priorities
Joker strategy shifts meaningfully between solo and co-op play. The differences in survivability pressure and resource competition dictate which cards provide the most value.
| Consideration | Solo Focus | Co-op Focus |
|---|---|---|
| Survivability | Critical; self-sustain is required | Shared; teammates can revive |
| Mobility | Very important to outrun mobs | Important, but roles can be shared |
| Economy Jokers | Strong for personal progression | Strong if one player specializes |
| Magic Friendship | Low value | High value for passive team healing |
| Joker Drop Competition | Not applicable | High; only one player claims each drop |
In multiplayer, Joker drops are shared world objects, meaning only the first player to reach a dropped Joker claims it. Gold and souls are personal drops, but Jokers are not.
Investing early in movement speed Jokers gives you a positional edge on every drop, which is why mobility is a priority investment in co-op regardless of your build archetype.
























