Far Far WestWiki

Field Manual

Far Far West Jokers

Perk cards you stack between rounds. Six tiers from Normal to Unique.

Far Far West features 94 joker cards across six rarity tiers: 12 Normal, 18 Fine, 17 Prime, 17 Mythic, 10 Legendary, 20 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.

For·

Normal

12 jokers

Fine

18 jokers

Prime

17 jokers

Mythic

17 jokers

Legendary

10 jokers

Unique

20 jokers
Gun
5slots
AIMING BURST
+30% weakspot damage and piercing bullets while ADS
Max. 1
Gun
5slots
CHONKY THROW
The boomerang is twice as big and passes through the shields
Max. 1
Gun
5slots
EAGLE LEVER
Consecutive shots without missing grant +10% damage, stacking up to +50%
Max. 1
Gun
5slots
ECO TRICK
Reloading no longer wastes ammo
Max. 1
Gun
5slots
ELEMENTAL SPIN
The minigun has a 30% chance to fire a random elemental bullet instead of a regular one
Max. 1
Gun
5slots
FANNING ACE
Fire mid-reload at the right moment to chain-fire all bullets with low accuracy
Max. 1
Gun
5slots
FOCUS SHOT
Every kill reduces the cooldown of your spells by 1 second
Max. 1
Gun
5slots
FRENZY SPIN
While your kill counter is above 10, the minigun fires twice as fast
Max. 1
Gun
5slots
HOMING BURST
Every 8 bullets fired, shoot 2 homing bullets at nearby enemies
Max. 1
Gun
5slots
JUMP STAR
+2 Jump while holding the Sheriff Stars
Max. 1
Gun
5slots
LINGERING THROW
Doubles the lingering time. Combines with Lingering Time upgrade
Max. 1
Gun
5slots
MARK ACE
Bullets mark enemies for 5s. Marked enemies take +15% damage
Max. 1
Gun
5slots
MINDSHOT
Weakspot hits have 50% chance to cause an explosion
Max. 1
Gun
5slots
OVERBLAST
Shoots an extra pellet for every 4 missing shots in the magazine
Max. 1
Gun
5slots
OVERDRAW
Charge for 2 seconds to fire 3 arrows in a cone. Bend speed reduces charge time
Max. 1
Gun
5slots
RUSH BLAST
The first 3 bullets in your magazine have 100% accuracy and shoot further away
Max. 1
Gun
5slots
SCAVENGER STAR
Gain +100% pickup range. Gain +30% move speed while holding the Sheriff Stars
Max. 1
Gun
5slots
STACKED LEVER
Instantly reload 2 bullets from your reserve ammo on kill
Max. 1
Gun
5slots
SWAMP TRICK
Reload explosions now leave puddles on the ground
Max. 1
Gun
5slots
ULTRA DRAW
Charge for 4 seconds to fire a massive explosive arrow. Bend speed reduces charge time
Max. 1

Showing 94 of 94 jokers.

Frequently Asked Questions

How many jokers are in Far Far West?

Far Far West has 94 joker cards across 6 tiers: 12 Normal, 18 Fine, 17 Prime, 17 Mythic, 10 Legendary, 20 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 such as AIMING BURST, CHONKY THROW, EAGLE LEVER. 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.