The saloon lights cut out. I was at 12 HP with a Minigun and one Joker card between me and a wipe. You learn fast which cards flip a run into a highlight reel or a funeral procession.
I watch Twitch streamers reload mid-brawl; they lean on the same few Jokers — Best Jokers to use in Far Far West
I play and I watch — on Steam leaderboards and Twitch chat the same names keep popping up. You don’t need every card, but the right ones change how you approach fights, builds, and risky plays.
Jokers are cards, not cosmetics. They act as modifiers for your character and weapons: damage multipliers, movement changes, passive heals, even last-second saves. Some Jokers belong to specific builds; others are the kind of basic baggage every meta run should carry.
| Joker | Effect | Reason |
|---|---|---|
| Relentless | While under 30% HP, deal +30% damage | This is an essential Joker card for every build when you’re playing in higher difficulties. You’ll frequently drop below 30% of your health, and you can then do almost one-third more damage from the weapon. This card also comes unlocked by default, which is good for beginners. |
| Run and Gun | +30% movement speed when shooting | I don’t like to stand still and shoot at my enemies, making Run and Gun a good choice. You’ll have a massive boost to your movement speed whenever you’re shooting. Since you’re moving quicker, you can escape enemies faster and also come out of scary situations unscathed. |
| Soul Siphon | Increase pick up range and gain +2 HP when picking up a soul | You can add this to two slots to heal yourself for 4 HP (combined) whenever you pick up a soul. Additionally, the pick-up range is also increased, which makes things easier for you in tight situations. |
| Clutch | The last 2 bullets in your magazine are explosive | If you’re using weapons with low mag capacity, like the Shotgun, using this card is a lot of fun. The additional explosions not only do extra damage, but they also have AoE effects. |
| Pick Pick | +5% chance on hit to spawn damaging pickaxes on the target | It’s a nice passive damage system to have on the side. While the chance is low, it can still have plenty of uses. Moreover, it follows a fit and forget system as you don’t need to do anything extra. |
| Second Wind | Heal 50 HP instead of dying to a fatal hit | Having the ability to revive is useful for every build. While the card does have a three-minute cooldown, it allows you to escape nightmarish situations. |
| Ricochet | The fired bullet ricochets, with a 30% chance to automatically hit a nearby enemy | Every bullet you fire will have a 30% chance to hit a second enemy as well. This card is great for weapons with a high fire rate. However, it also works well with Leveredge in particular, as the high-damage bullets can often take out two enemies at once when Ricochet gets triggered. |
| Life Pact | Kills heal you for 2 HP, but max. HP is reduced by 30%. | If you don’t mind reducing your health pool, the Life Pact Joker card is pretty unique. While you have reduced health to begin with, you’ll heal 2 HP for every kill. If you’re running a build that does a lot of damage in a few seconds, this might not be a bad choice. |
Here’s how I think about the cards when I’m building: pick a role, then choose Jokers that amplify that role. Tanky setups want sustain and clutch saves; burst and glass-cannon builds want damage multipliers and ricochet-style spread. Relentless is a common anchor because it turns a near-death moment into a heavy-hitting opportunity — it hits like a gambler’s last card.
How do Jokers modify weapons in Far Far West?
They attach to you and your gun like modifiers in a loot filter. Some change raw numbers—damage, fire rate, movement—while others add conditional effects: explosions on the last bullets, extra heals when you pick up souls, or a chance to hit an additional target. If you follow PC Gamer or IGN guides, you’ll see similar breakdowns, but testing in-game (or watching a quick Twitch clip) tells you what works under pressure.
Which Jokers should I use for shotgun or minigun builds?
Shotguns love Clutch and Clutch pairs well with high AOE for close clears. Miniguns respond better to Ricochet and Run and Gun; higher fire rates and movement while shooting make you slippery and deadly. If you’re experimenting on Steam, watch a few runs on Twitch or YouTube to see timing and spacing; the same cards can feel very different by weapon and playstyle.
Soul Siphon is as useful as a Swiss Army knife in tight maps — pick it if you want passive sustain without babysitting a heal cycle. Pick Pick and Life Pact fit aggressive play: small passive damage and on-kill healing reward frenetic, fast clears.
If you’re new, load Relentless and Second Wind early, study streams, and copy one successful build from a creator you trust. Tools like community Discords and Steam guides are fast ways to find tested combos used by top players.
Which Joker will you take into your next risky run?