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Far Far West Jokers Tier List: All 94 Cards Ranked

9 min readBy Finn CallowayUpdated today
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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Far Far West

Evil Raptor

This Far Far West Jokers tier list starts with a correction: the game has 94 Jokers, not the 95 this site previously cited in an older guide. With six rarity tiers to sort through, most players default to picking whatever looks strongest in the moment instead of building around what actually fires consistently.

TL;DR: Far Far West's Jokers tier list runs 94 cards across six rarities: Normal (12), Fine (18), Prime (17), Mythic (17), Legendary (10), and Unique (20). Among the top two tiers, Glass Cannon and Ricochet lead the Legendary picks, while the 20-card Unique tier leans toward mechanic-altering effects like Ultra Draw and Elemental Spin rather than single strong payoffs. The general rule that matters more than any single card: a Joker that fires every kill wave beats one with a bigger effect that only triggers on specific boss phases.

Update, September 10, 2026: the Frostburn update added new Jokers across all six rarities, and they're now individually ranked below in a dedicated section. Evil Raptor's own patch-day count was 53 new cards; the community wiki's database currently flags 32 of those by name with confirmed effects, which is what this update ranks. The rarity breakdown and Legendary/Unique sections directly below still describe the pre-Frostburn 94-card pool; scroll to "The Frostburn Jokers" for what's new. See the Frostburn update coverage for everything else that shipped.

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

94 total, split across six rarity tiers. The top two tiers, Legendary (10) and Unique (20), are where most of the cards worth actively building around live.

Key takeaways

  • 94 total Joker cards across six rarities: Normal (12), Fine (18), Prime (17), Mythic (17), Legendary (10), Unique (20).
  • 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 (20 cards) leans toward altering how your build's core mechanics work, 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 10 Legendary Jokers

Glass Cannon trades survivability for a significant damage increase, and it's the pick this site's own advanced strategy guide already calls out as one of the strongest damage tools in the game.

Ricochet turns your shots into bouncing projectiles, extending effective coverage against grouped enemies rather than relying on precise single-target aim.

Extra Dash and Speedster both push mobility, giving you more room to reposition around the elemental combo windows Far Far West's advanced builds are structured around.

Machine Gun converts your weapon's fire pattern toward sustained output, which pairs well with builds already leaning into constant-trigger Jokers over situational ones.

Dwarf, Giant, Cantrip One-Trick, Toolbox, and Camper round out the Legendary tier. Each modifies a specific build dimension (size-based hitbox tradeoffs, one-shot cantrip amplification, utility slot expansion, and stationary-play bonuses respectively) rather than being universally strong, so their value depends heavily on what the rest of your loadout is doing.

The 20 Unique Jokers

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The Unique tier is the largest rarity bracket, and its cards mostly work by changing how a mechanic functions rather than adding a straightforward bonus. Ultra Draw and Overdraw both push card-draw mechanics further than the base kit allows. Elemental Spin and Frenzy Spin modify how spin-based effects interact with elemental damage, which matters directly for the CDR-focused advanced builds this site has already covered in depth.

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 →

The Frostburn Jokers: 32 new 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 exist to tie melee combat, Frost, and the new Shield Points system into one loop. Cold Blooded, All Mighty, and Frost Bite are the three standout additions, and all three exist to tie melee combat, the new Frost school, and the Shield Points system into one loop: freeze enemies with melee hits, get paid in shield points for it, then convert those shield points straight into damage. Everything else new either feeds that loop or fills a smaller gap in the melee kit.

Cold Blooded (Mythic, 4 slots, max 1) is the enabler: your melee attacks freeze enemies outright, consuming 3 shield points per enemy to do it. Pair it with Frost Bite (Fine, 2 slots, max 1), which pays 2 shield points back for every melee kill on a frozen enemy, and the two cards fund each other in a loop that doesn't need a Frost spell equipped at all. All Mighty (Legendary, 5 slots, max 1) is where that loop pays off: +1% damage per shield point held, up to 80% at a full 80-point shield bar. Stack Double Down (Legendary, 5 slots, max 1, +30% shield points from all sources) on top and the shield-to-damage conversion gets meaningfully faster to fill.

The rest of the melee kit is smaller but real: Berserker (Prime, +50% melee damage as HP drops), Bloodlust (Prime, melee kills stack +5% melee speed up to +50%, a constant-trigger card that fits this list's own "fires every wave beats a situational spike" rule), Eat-A-Punch (Mythic, melee kills heal 2 HP), Last Stand (Mythic, -30% damage taken and +10% melee lifesteal below 30% HP), Snack-A-Punch (Mythic, any melee kill grants 1 shield point, the weaker cousin of Frost Bite for builds not running Cold Blooded), Knuckle Down (Normal, flat +10% melee damage), Fight or Flight (Fine, taking damage grants +20% melee speed), and Lunge (Fine, +15% melee range and hitbox size). Most of these scale with the melee weapon's own level and upgrade points, not just the Joker's own flat number, so a low-level Knuckles or Lasso undersells what these cards can actually do.

The Shield Points side gets its own support cards beyond All Mighty and Double Down: Great Wall (Prime, -10% damage taken while shielded), Avalanche (Prime, +15% damage while shielded), Last Bastion (Prime, +50 shield at 25% HP on a 60-second cooldown), Death's Dance (Mythic, shield decays 30% slower), Riposte (Mythic, next attack deals +100% damage after your shield absorbs a hit), Scout's Honor (Fine, shield floors at 10 points after 10 seconds without taking damage), and Tin Man (Mythic, excess healing at full HP converts to shield points, up to 15). Execute (Mythic, instantly kills non-elite enemies below 20% HP and still triggers on-kill Jokers like Life Pact) isn't shield-related but is a strong wave-clear pick regardless of build. Frost Mastery (Mythic, -10% Frost spell cooldown per equipped Frost spell) does the same job Elemental Spin and Frenzy Spin already do for other schools, just for Frost's new spell school, which shields allies rather than just dealing damage the way Fire and Elec spells do. Thick Skin (Mythic, -20% damage taken but -30% healing), Explosive Hits (Frost) (Prime, completing the set alongside the existing Pyro/Acid/Elec versions), Prickly Pear (Fine, reflects damage taken), Precious Rush (Fine, chance for a speed ring on enemy death), and Goliath (Legendary, flat +25% HP, weaker than Giant which already covers HP plus damage and CDR) round out the list. The ally-shielding half of this kit (Great Wall, Avalanche, and most of the Frost spells themselves) is worth prioritizing in co-op runs specifically, since a shield you generate can protect teammates, not just yourself.

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.

Card names, rarities, and effect text sourced from the Far Far West community wiki's Jokers database, which flags 32 cards as new post-Frostburn. Evil Raptor's own patch-day figure was 53; the gap likely reflects cards that lost their "new" tag or were reclassified in the balance-focused 0.2.0.20 patch since launch. This section ranks only the 32 individually confirmed by name.

Why constant-trigger Jokers beat situational ones

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

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  • 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

Knowing the 12/18/17/17/10/20 split across Normal, Fine, Prime, Mythic, Legendary, and Unique matters beyond trivia. The two rarest tiers combined (Legendary and Unique) total 30 cards out of 94, meaning roughly a third of the pool is where the build-defining picks live. That's a meaningfully larger slice than a lot of comparable roguelites offer at their top rarity tiers, which is part of why Far Far West's advanced players treat Joker selection as build-critical rather than a secondary system layered on top of weapon and spell choice. Knowing the odds going in also explains why a run can go long stretches without seeing a specific Legendary you're chasing: with 10 cards competing for slots in that tier alone, no single pick is guaranteed to show up on any given run.

Frequently Asked Questions

How many Jokers are in Far Far West? 94 total, across six rarity tiers: Normal (12), Fine (18), Prime (17), Mythic (17), Legendary (10), and Unique (20). This site previously cited 95 in an older guide; 94 is the confirmed count from the official wiki.

What are the best Legendary Jokers in Far Far West? Glass Cannon and Ricochet are the standout picks among the 10 Legendary Jokers, both already referenced in this site's advanced strategy guide as top damage tools. The full Legendary tier also includes Dwarf, Giant, Extra Dash, Cantrip One-Trick, Toolbox, Camper, Machine Gun, and Speedster.

What is the highest Joker rarity in Far Far West? Unique is the top rarity tier, with 20 cards, one more than the Legendary tier's 10. Unique Jokers tend to modify core mechanics (draw, throw behavior, elemental interactions) rather than adding a single strong effect.

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? 30 combined: 10 Legendary and 20 Unique, out of 94 total cards. That's roughly a third of the entire Joker pool concentrated in the two rarest tiers, which is why advanced players treat Joker choice as build-defining rather than a secondary system.

What are the best new Jokers from the Frostburn update? Cold Blooded, Frost Bite, and All Mighty. Cold Blooded makes melee attacks freeze enemies, Frost Bite pays shield points for melee-killing frozen enemies, and All Mighty converts held shield points directly into damage, up to +80%.

References

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About the author

Finn Calloway

Games writer and reluctant optimist who has reviewed over 400 titles across 9 years. Irish, currently in Berlin. Has strong opinions about tutorial design.

  • 400+ games reviewed across 9 years
  • Platformer and horror specialist
  • Narrative design focus
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This article is published for informational and entertainment purposes. It does not constitute professional financial, legal, or technical advice. Game performance, online services, patch schedules, and store listings change. Verify critical details (pricing, system requirements, regional availability) with publishers and storefronts before you buy. Affiliate links, where present, help support our editorial work and are labelled in our affiliate disclosure.

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