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Far Far West Jokers Tier List: All 149 Cards Ranked

14 min readBy Finn CallowayUpdated 1 day ago

This Far Far West Jokers tier list uses the 149-card roster the Far Far West community wiki documented before the Fear Fear West update of October 22. The older 94-card count was a pre-Frostburn snapshot, and the six rarity tiers now include more weapon-specific and melee-focused options. I rank the standout cards and explain the trigger or weapon mechanic that makes each pick matter.

Far Far West first-person view aiming a star-shaped weapon at a ghostly skeletal enemy in a snowy ruins area

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About the game

Far Far West

Evil Raptor

Updated 2026-10-24: The Fear Fear West update (v0.3.0.0, October 22) added three Jetpack Uniques (Trail Pack, Crash Pack, Hover Pack), moved Scrub Hit from Prime to Fine and Lazy from Mythic to Prime, limits Thick Skin to one copy, cuts Ultra Draw's explosion from 35 to 20 damage and its slot cost from 7 to 4, and now lets you pick between 2 Jokers of the same rarity on every pickup. The wiki counts below predate it.

TL;DR: Far Far West's Joker pool had 149 cards in the community wiki before the October 22 update: Normal (21), Fine (31), Prime (26), Mythic (26), Legendary (19), and Unique (26). Glass Cannon and Ricochet are the safest general Legendary damage picks, while Unique cards such as Ultra Draw, Elemental Spin, and the melee-specific cards change how a weapon works. The most useful tier-list rule is to value a reliable trigger over a flashy effect that rarely activates.

Frostburn source note: Evil Raptor's official patch-day notes counted 53 new Jokers: 25 weapon-slot cards, 22 character-slot cards, and 6 melee Unique cards. The current community wiki lists 149 total Jokers and provides names and effects for the 32 post-Frostburn cards covered below. Those sources do not reconcile to one additive total, so this guide does not invent a missing 21-card list. See the Frostburn update coverage for the official patch breakdown.

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How many Jokers are in Far Far West? (quick answer)

149 in the community wiki roster before the October 22 update, split across six rarity tiers, plus three Jetpack Uniques since. The top two tiers are Legendary (19) and Unique (26), while the Fine, Prime, and Mythic tiers each contain 26 or more cards that can fill a specific build role.

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  • 149 Joker cards in the pre-update wiki roster across six rarities: Normal (21), Fine (31), Prime (26), Mythic (26), Legendary (19), Unique (26). Fear Fear West adds three Jetpack Uniques.
  • Glass Cannon and Ricochet are the standout Legendary picks, both already flagged as top damage tools in this site's advanced strategy coverage.
  • The Unique tier (26 cards) is largely weapon-specific and changes how a weapon's core mechanic works, rather than adding a single flat bonus.
  • Constant-trigger Jokers consistently outperform high-value situational ones: a card that fires every kill wave beats one that only triggers on boss phases.

The 19 Legendary Jokers

The current Legendary roster is All Mighty, Battlemage, Camper, Cantrip One-Trick, Cast Away, Coinflip, Double Down, Dwarf, Extra Dash, Giant, Glass Cannon, Goliath, Joker Trick, Machine Gun, Ricochet, Speedster, Spell Roulette, Toolbox, and Vampire.

Glass Cannon gives +40% weapon and melee damage at the cost of 25% HP, making it the strongest general damage pick when you can survive the tradeoff.

Ricochet gives fired bullets a chance to ricochet and automatically hit a nearby enemy, extending coverage against groups rather than relying on precise single-target aim.

Extra Dash adds a dash, while Speedster increases damage and attack speed as your movement speed rises. Both are mobility-friendly picks for builds that reposition around elemental combo windows.

Machine Gun builds fire rate from damage dealt during a mission, which makes it a natural sustained-output pick for the constant-trigger approach used in this list.

All Mighty, Double Down, and Goliath are the Frostburn-era additions covered below. Dwarf, Giant, Cantrip One-Trick, Toolbox, Camper, Battlemage, Cast Away, Coinflip, Joker Trick, Spell Roulette, and Vampire each modify a narrower build dimension, so their value depends heavily on the rest of your loadout rather than on rarity alone.

The 26 Unique Jokers

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The Unique tier had 26 cards in the pre-update roster, tying Prime and Mythic for the largest rarity count. These cards are often weapon-specific and change how a mechanic functions rather than adding a straightforward bonus. Ultra Draw and Overdraw push Bow charge mechanics further, while Elemental Spin and Frenzy Spin change how the Minigun fires and scales with kills. Since 0.3.0.0, Ultra Draw's explosion deals 20 damage instead of 35 but costs 4 slots instead of 7, a change Evil Raptor itself calls experimental. The Jetpack brings three new Uniques: Trail Pack leaves elemental puddles, Crash Pack doubles fuel but halves flight time, and Hover Pack swaps the dive for a hover boost.

Eagle Lever and Stacked Lever both affect lever-action weapon behavior, and Eagle Lever specifically is already named in this site's advanced strategy guide as a build-defining pick. Focus Shot and Mindshot both sharpen single-target precision at the cost of the wider coverage cards like Ricochet provide, making them a tradeoff pick rather than a strict upgrade.

Homing Burst, Aiming Burst, Mark Ace, Fanning Ace, Jump Star, Scavenger Star, Rush Blast, and Overblast complete the Unique tier, each tied to a specific weapon-behavior or resource-interaction niche. Lingering Throw, Chonky Throw, Eco Trick, and Swamp Trick round out the remaining Unique picks, mostly affecting thrown-weapon and elemental-terrain interactions rather than direct damage output.

Official Far Far West key art showing the four robot cowboy character models against a green-lit desert backdrop Official launch key art from developer Evil Raptor and publisher Fireshine Games, showing the full robot cowboy cast the Joker system builds around.

Star-themed Uniques like Jump Star and Scavenger Star deserve a specific callout: both interact with terrain and positioning rather than raw damage, which makes them easy to undervalue next to flashier direct-damage picks. In practice, a star-focused Joker slot pairs well with the mobility-focused Legendary picks (Extra Dash, Speedster) covered above, since both reward a playstyle built around repositioning rather than standing still and trading hits.

GODEEPER: These Legendary and Unique Jokers matter most in the CDR-heavy loadouts this site's advanced players already run. Far Far West Builds Guide: All 3 Archetypes →

Step-by-Step: choosing a Joker

  1. Match the Joker to the weapon or Hero slot it can actually affect. The best weapons guide explains the current Main Weapon, Sidearm, and melee slots.
  2. Identify the trigger you can activate repeatedly during a normal wave, then compare it with a situational effect from the same rarity.
  3. Check whether the card supports your spell plan. The Frost spells guide covers the current Frost interactions that matter for shield-focused builds.
  4. Treat Unique cards as weapon-specific decisions, not automatic upgrades. A card that is excellent on one weapon can be unavailable or ineffective on another.

The Frostburn Jokers: 32 named cards confirmed and ranked

The Frostburn update shipped melee weapons, the Frost spell school, and a new volcanic Hellfire region together, and the new Jokers reflect that: most of them connect melee combat, Frost, and the new Shield Points system. Cold Blooded, All Mighty, and Frost Bite are the three standout additions. Cold Blooded spends shield points to freeze enemies with melee attacks, Frost Bite returns shield points when melee kills hit frozen enemies, and All Mighty converts held shield points into damage. Everything else named here fills a melee, Frost, shield, or weapon-specific role documented in the current Joker database.

Cold Blooded (Mythic) is the enabler: your melee attacks freeze enemies, consuming 3 shield points per enemy. Pair it with Frost Bite (Fine), which grants 2 shield points for every melee kill on a frozen enemy. All Mighty (Legendary) adds 1% damage per shield point, up to 80%. Double Down (Legendary) adds 30% shield points from all sources, so it supports the same shield-to-damage loop without requiring an undocumented slot or copy limit.

The rest of the melee kit is smaller but real: Berserker (Prime) grants up to 50% melee damage as HP drops, Bloodlust (Prime) stacks melee speed by 5% per melee kill for up to 50%, Eat-A-Punch (Mythic) heals 2 HP on melee kills, Last Stand (Mythic) reduces damage taken by 30% and grants 10% melee lifesteal at or below 30% HP, Snack-A-Punch (Mythic) grants 1 shield point per melee kill, Knuckle Down (Normal) adds 10% melee damage, Fight Or Flight (Fine) grants 20% melee speed for 3 seconds after HP damage, and Lunge (Fine) adds 15% melee range and hitbox size. The current database confirms these effects, while weapon level and upgrade interactions are covered in the weapon leveling guide.

The Shield Points side gets its own support cards beyond All Mighty and Double Down: Great Wall (Prime) reduces damage taken by 10% while shielded, Avalanche (Prime) adds 15% damage while shielded, Last Bastion (Prime) grants 50 shield at 25% HP on a 60-second cooldown, Death's Dance (Mythic) slows shield decay by 30%, Riposte (Mythic) gives the next attack 100% more damage after a shielded hit, Scout's Honor (Fine) sets a 10-point shield floor after 10 seconds without damage, and Tin Man (Mythic) converts excess healing into up to 15 shield points. Execute (Mythic) instantly kills non-elite, non-boss enemies below 20% HP. Frost Mastery (Mythic) reduces Frost spell cooldown by 10% per equipped Frost spell. Thick Skin (Mythic) reduces damage taken by 20% but healing by 30%, and since 0.3.0.0 you can hold only one copy instead of two, a nerf Evil Raptor aimed at Frost shield builds. Explosive Hits (Frost) (Prime) adds a 5% Frost explosion chance, Prickly Pear (Fine) returns damage to attackers, Precious Rush (Fine) can spawn a speed ring on enemy death (since 0.3.0.0 you press Interact to collect the ring, and it grants 60% speed), and Goliath (Legendary) grants 25% HP. These effects are documented in the Joker database. The ally-shielding half of this kit is worth prioritizing in co-op runs when the current Frost spell setup supports it.

The six melee-weapon Uniques are worth a separate mention since they're tied one-for-one to the full melee kit on Knuckles, Lasso, and Banjo: Fist Rage and Fist Ro Dah (Knuckles), Sky Lash and Spell Lash (Lasso), and Lullabard and Bardbarian (Banjo). Spell Lash stands out here even outside a melee build: casting any spell instantly fills your charge bar, which makes it a genuine pick for a spell-focused Lasso loadout, not just a melee one. Fear Fear West made three of them easier to fit: Sky Lash now costs 3 slots instead of 4, Bardbarian 4 instead of 5, and Fist Ro Dah's charged attack always applies Frost instead of 20% of the time.

Card names, rarities, and effect text are sourced from the Far Far West community wiki, whose roster (last edited September 25, before the Fear Fear West update) lists 149 cards. Changes since then come from Evil Raptor's 0.3.0.0 patch notes. Evil Raptor's official Frostburn announcement counted 53 new Jokers, while this guide traces 32 post-Frostburn cards by name and effect. The two sources do not reconcile to one additive total, so the remaining 21 cards are not individually described here.

Why constant-trigger Jokers beat situational ones

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The single rule that matters more than any individual card ranking: Far Far West's advanced play treats Joker slots like build slots, and every card needs to trigger every 5-10 seconds or it's dead weight. A Joker that only activates on specific boss phases, no matter how strong that activation is, underperforms a card that fires on every kill wave simply because most of a run is spent fighting regular waves, not bosses. This is why Glass Cannon and Machine Gun, both constant-output picks, outrank higher-ceiling situational cards in practical play, even when the situational card's peak effect looks stronger on paper.

Far Far West first-person combat against a skeletal enemy horde advancing along a coastal path, one enemy glowing yellow with an elemental effect A typical wave fight: this is the kind of sustained horde pressure constant-trigger Jokers like Machine Gun are built to handle, not the rare boss-phase spike a situational pick covers.

Tips for picking Jokers as your run develops

  • Prioritize Legendary and Unique picks that match your weapon type first. A Ricochet pick is wasted on a build that already has coverage from another source, while it's a genuine upgrade on a single-target-focused loadout.
  • Don't pick a situational Joker over a constant-trigger one unless the situational payoff is large enough to matter even at its reduced uptime.
  • Lower-tier Jokers (Normal, Fine, Prime) aren't automatically skippable: several fill specific early-run gaps before you've unlocked enough Legendary and Unique options to build around.
  • Reassess your Joker slots each time your weapon or elemental focus shifts mid-run rather than locking in your first picks for the whole run. New players still working through the basics should pair this with the beginner guide before chasing Legendary and Unique picks specifically.
  • If you're running a CDR-heavy elemental build, prioritize Elemental Spin and Frenzy Spin over pure damage Uniques: the CDR-focused advanced builds already covered on this site get disproportionate value from cooldown-interaction Jokers over flat damage boosts.
  • Don't dismiss the lower rarity tiers entirely just because Legendary and Unique sound stronger on paper. A well-timed Fine or Prime Joker that covers a specific gap in your current run beats an unused Legendary slot waiting for a better option that may never show up.

What the rarity split actually means for drop planning

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Knowing the 21/31/26/26/19/26 split across Normal, Fine, Prime, Mythic, Legendary, and Unique matters beyond trivia. In the pre-update roster the two rarest tiers combined total 45 cards out of 149, about 30% of the pool, which is where many build-defining effects live. Since October 22 every Joker pickup offers a choice of 2 cards of the same rarity, which makes weapon-specific Unique cards easier to land: a high-rarity card can be excellent for one weapon and irrelevant to another, so rarity alone is not a ranking.

Far Far West Joker balance changes by patch

Slot costs and card numbers have moved in every major update, so this table tracks each Joker whose numbers Evil Raptor changed from Frostburn (0.2.0.2) through the 0.3.0.7 hotfix, with the latest change for each card. Every value points to the patch notes or the dated Far Far West Wiki revision it comes from. Frostburn cut 12 Unique slot costs from a flat 5 to between 2 and 4 while raising Mindshot to 6 and Ultra Draw to 7; Fear Fear West then brought Ultra Draw down to 4 slots and 20 explosion damage and limited Thick Skin to one copy.

Far Far West Joker balance changes Patch 0.3.0.7 (Oct 23, 2026), checked Oct 24, 2026.
JokerSlot costMax copiesEffect valueLast changeSources
Fine
Bouncing Balln/a215% damage while airborne0.2.0.2: Max copies 1 → 2[1] [2]
Cactus Dayn/a25% Cactus Mino chance per kill0.2.0.2: Effect value (% Cactus Mino chance per kill) 3 → 5[3] [1]
Clutchn/a22explosive bullets at the end of the magazine0.2.0.2: Max copies 1 → 2
Reworded so the explosive bullets stack per copy
[1]
Pick Pickn/a210% pickaxe chance on hit0.2.0.2: Effect value (% pickaxe chance on hit) 5 → 10[4] [1]
Run & Gunn/a630% move speed while shooting0.2.0.2: Max copies 8 → 6
Softer diminishing returns on stacked speed: 165 > 330 > 495 > 630 > 740 > 850
[1] [5]
Run & Reloadn/a650% move speed while reloading0.2.0.2: Max copies 8 → 6
Softer diminishing returns on stacked speed: 275 > 550 > 770 > 990 > 1185 > 1380 > 1545 > 1710
[1] [6]
Chadn/a120% Wandering Trader discount0.2.0.2: No longer droppable to teammates[7] [1]
Lucky Striken/a210% double-damage chance per shot0.2.0.2: Rarity Prime to Fine[8] [1]
Precious Rush2260% move speed from a ring0.3.0.0: Effect value (% move speed from a ring) 54 → 60
Rings are collected with the Interact key instead of automatically
[9] [10]
Well Fed227max HP0.3.0.0: Effect value (max HP) 5 → 7[11] [10]
Scrub Hit?110damage when removing an element0.3.0.0: Rarity Prime to Fine[12] [10]
Prime
Destroyern/a220% damage, first 25% of the clip0.2.0.2: Effect value (% damage, first 25% of the clip) 15 → 20[13] [1]
Chonkyn/a215% extra gravity, with +20% damage0.2.0.2: Effect value (% extra gravity, with +20% damage) 25 → 15[14] [1]
Weak Linkn/a220% less damage on regular hits; weakspots +35%0.2.0.2: Effect value (% less damage on regular hits; weakspots +35%) 35 → 20[15] [1]
Stonksn/a120% chance per chest for a Joker0.2.0.2: Effect value (% chance per chest for a Joker) 15 → 20
Now has diminishing returns when stacked
[16] [1]
Cheapskaten/a220HP cap0.3.0.0: Effect value (HP cap) 15 → 20
+1 HP per 15 Gold carried instead of per 20
[17] [10] [1]
Lazyn/a110% max ammo every 12 s0.3.0.0: Rarity Mythic to Prime[18] [10]
Mythic
Consumern/a125% weapon damage0.2.0.2: Effect value (% weapon damage) 20 → 25[19] [1]
Headbangn/a130% weakspot damage0.2.0.2: Effect value (% weakspot damage) 20 → 30[20] [1]
Thick Skin4120% less damage taken, -30% healing0.3.0.0: Max copies 2 → 1[21] [10]
Legendary
Battlemagen/a10.5% spell cooldown cut per kill0.2.0.2: Effect value (% spell cooldown cut per kill) 1 → 0.5
Rarity Mythic to Legendary
[22] [1]
Cantrip One-Trickn/a125% cooldown cut, spells of 35 s or less0.2.0.2: Effect value (% cooldown cut, spells of 35 s or less) 20 → 25[23] [1]
Speedstern/a140max % damage and attack speed0.2.0.2: Effect value (max % damage and attack speed) 55 → 40
+1% per 3% bonus move speed instead of per 2%
[24] [1]
Unique
Fanning Ace312.5spread angle0.2.0.2: Slot cost 5 → 3
Effect value (spread angle) 5 → 2.5
[1] [25]
Mark Ace3115% damage taken by marked enemies0.2.0.2: Slot cost 5 → 3[1] [26]
Rush Blast413perfect-accuracy bullets per magazine0.2.0.2: Slot cost 5 → 4[1] [27]
Focus Shotn/a12s spell cooldown cut per weakspot hit0.2.0.2: Reworked: 2 s per weakspot hit instead of 1 s per kill[28] [1]
Mindshot61100% explosion chance on weakspot hits0.2.0.2: Slot cost 5 → 6
Effect value (% explosion chance on weakspot hits) 50 → 100
[1] [29]
Frenzy Spin4110kill counter for double fire rate0.2.0.2: Slot cost 5 → 4[1] [30]
Eagle Lever4150max % damage from a hit streak0.2.0.2: Slot cost 5 → 4[1] [31]
Stacked Lever412bullets reloaded per kill0.2.0.2: Slot cost 5 → 4[1] [32]
Ultra Draw4120explosion damage0.3.0.0: Slot cost 7 → 4
Effect value (explosion damage) 35 → 20
[10] [1] [33]
Eco Trick21n/a0.2.0.2: Slot cost 5 → 2[1] [34]
Swamp Trick21n/a0.2.0.2: Slot cost 5 → 2[1] [35]
Chonky Throw3n/an/a0.2.0.2: Slot cost 5 → 3[1]
Lingering Throw41n/a0.2.0.2: Slot cost 5 → 4[1] [36]
Jump Star412extra jumps0.2.0.2: Slot cost 5 → 4[1] [37]
Scavenger Star31100% pickup range, +30% move speed0.2.0.2: Slot cost 5 → 3[1] [38]
Lullabard512048heal range, in-game units0.2.0.20: Effect value (heal range, in-game units) 1300 → 2048[39] [40]
Fist Ro Dah31100% Frost chance, charged attack0.3.0.0: Effect value (% Frost chance, charged attack) 20 → 100[41] [10]
Sky Lash3150% move speed, charged attack0.3.0.0: Slot cost 4 → 3[10] [42]
Bardbarian41n/a0.3.0.0: Slot cost 5 → 4[10] [43]
Trail Pack2n/an/a0.3.0.0: New Jetpack Unique: the jetpack trail leaves elemental puddles[10]
Crash Pack4n/an/a0.3.0.0: New Jetpack Unique: double fuel, half the flight duration[10]
Hover Pack5n/an/a0.3.0.0: New Jetpack Unique: the dive becomes a hover boost that costs fuel[10]
  • Rows: every Joker whose numbers or rarity the official patch notes changed from Frostburn (0.2.0.2) to 0.3.0.7, plus the three Jetpack Uniques added in 0.3.0.0. History starts at Frostburn; earlier Early Access changes are not listed.
  • Grouped by current rarity. Effect value is the main number on the card; the line under it says what it measures. Slot cost is the number of Joker slots the card takes (Unique cards stopped costing a fixed 5 in Frostburn).
  • n/a: no patch note or dated wiki revision gives the number. ?: the sources disagree (see below). Where a patch changed a number after the linked wiki revision, the patch notes value is shown.
  • Scrub Hit, slot cost: The wiki revision of Oct 22 already lists Fine rarity but still gives 3 slots, while the Fine Jokers Precious Rush and Well Fed list 2; the 0.3.0.0 notes give no slot cost.
  • 0.2.0.20 (Sep 7, 2026): Only Joker number in the balance section: Lullabard heal range. The Joker entries under bug fixes (Relentless now gives its listed +30% damage instead of +10%, Last Dance +30% move speed instead of +36%, Homing Burst fires on the 8th shot instead of the 6th) correct a Joker to its card text and are not tracked as balance changes. [40]
  • 0.3.0.7 (Oct 23, 2026): Bug fixes only (Lazy no longer restores 1 more ammo than intended; Scout's Honor, Last Stand, Execute, Magic Friendship fixes); no Joker balance numbers changed. [44]
Sources (44): 4 patch notes, 40 dated wiki revisions

Frequently Asked Questions

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How many Jokers are in Far Far West? 149 in the community wiki roster, last edited September 25, before the Fear Fear West update: Normal (21), Fine (31), Prime (26), Mythic (26), Legendary (19), and Unique (26). Update 0.3.0.0 on October 22 then added three Jetpack Uniques and moved Scrub Hit to Fine and Lazy to Prime.

What are the best Legendary Jokers in Far Far West? Glass Cannon and Ricochet are the standout damage picks among the 19 Legendary Jokers. The current tier also includes All Mighty, Battlemage, Camper, Cantrip One-Trick, Cast Away, Coinflip, Double Down, Dwarf, Extra Dash, Giant, Goliath, Joker Trick, Machine Gun, Speedster, Spell Roulette, Toolbox, and Vampire.

What is the highest Joker rarity in Far Far West? Unique is the top rarity tier, with 26 cards in the pre-update wiki roster plus the three Jetpack Uniques added on October 22. Unique Jokers tend to be weapon-specific and modify core mechanics such as draw, throw, spin, lever, or melee behavior.

Should I pick Jokers that fire constantly or ones with strong situational effects? Constant-trigger Jokers generally outperform situational ones in Far Far West's advanced play. A Joker that only activates on specific boss phases is a weaker pick than one that fires on every kill wave, since dead Joker slots cost more than a strong-but-rare payoff is usually worth.

How many Legendary and Unique Jokers are there combined? 45 in the pre-update wiki roster: 19 Legendary and 26 Unique, out of 149 total cards, about 30% of the pool. The October 22 update adds three Jetpack Uniques on top of that.

What are the best new Jokers from the Frostburn update? Cold Blooded, Frost Bite, and All Mighty. Cold Blooded makes melee attacks freeze enemies for 3 shield points, Frost Bite grants 2 shield points for melee-killing frozen enemies, and All Mighty adds 1% damage per held shield point up to 80%.

References

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About the author

Finn Calloway

Action & Design Desk

GameBrief's byline for platformers, horror and action games. Dry, short paragraphs, strong opinions about tutorials and boss design.

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Far Far West Jokers Tier List: All 149 Cards Ranked