AIMING BURST
5Aimed shots fire with perfect accuracy.
95 Cards by Rarity, Slot & Effect · May 2026
All 95 jokers in Far Far West, grouped by rarity tier. Every card shows slot cost (= rarity), class binding (gun / hero / both), effect, and the exact challenge that unlocks it when applicable.
Building a loadout? Open the Build Planner or browse spells / weapons.
1 slot per build, 5 cost. Most are weapon-locked and unlock at weapon mastery level 30/35/40/55.
Aimed shots fire with perfect accuracy.
The boomerang doubles in size.
Hit streak: +5% damage per consecutive hit, capped at +50%.
Reload no longer wastes leftover rounds.
30% of minigun rounds become a random elemental bullet.
Time mid-reload to chain-fire every round (low accuracy).
Each kill cuts spell cooldown by 1s.
Above 10 kills in a streak: minigun fires twice as fast.
Every 20 bullets: 5 extra homing rounds at nearby enemies.
+2 jumps while Sheriff Stars are equipped.
Boomerang lingering time doubles.
Hits mark enemies for 3s. Marked targets take +15% damage.
Weakspot hits explode on impact.
+1 pellet per round missing from the magazine.
Hold 2s: release a 3-arrow cone.
First round of the magazine: perfect accuracy + extended range.
+30% movespeed and +100% pickup range.
On kill: instantly reload 2 rounds from reserve.
Reload explosions leave puddles on the ground.
Hold 4s: release one massive explosive arrow.
5-cost cards with run-defining effects. Roll-of-the-dice picks for late-game scaling.
While stationary: 50% chance not to consume ammo.
−20% spell cooldown for spells with ≤35s base.
Shrinks your silhouette into a fast, twitchy, low-gravity profile.
+1 dash.
Bulks your frame out — extra HP, harder shots, spells come back faster.
Cashes 25% of your HP pool in for a 40% damage boost across guns and melee.
Per mission: +0.3% fire rate per 50 damage dealt.
Rounds bounce off surfaces; 30% of them snap-aim toward an adjacent target.
More movespeed → more damage and fire rate.
No utility pickups. Auto-refill every 90s.
4-cost staples. The element-mastery cooldown jokers and key build pillars live here.
Each Acid spell you carry: −10% Acid spell cooldown.
Each kill shaves 1% off every active spell cooldown.
Each Cactus spell you carry: −10% Cactus spell cooldown.
Pumps weapon damage 20% — but partial reloads dump whatever was left in the mag.
Each Elec spell you carry: −10% Elec spell cooldown.
Stacks one bonus mid-air jump per copy.
Weakspot hits land +20% damage.
After being hit: heal 0.5 HP per second for 20s.
Pick up a Joker: 15% chance another spawns nearby.
+1 HP for every active Joker (weapon ones count).
No ammo pickups. Ammo passively regen instead.
Kills heal 2 HP. Max HP −30%.
Picking up any Joker heals 50 HP.
−25% gravity. Hang time goes up.
Each Pyro spell you carry: −10% Pyro spell cooldown.
Fatal hit becomes a 50-HP heal (180s cd).
Each Voodoo spell you carry: −10% Voodoo spell cooldown.
−30% spell cooldown. −30% max HP. Glass scholar.
3-cost workhorses. Reliable damage, ammo, and survivability boosts.
On kill: 5% chance to drop an ammo box.
+1 HP for every 20 gold you're carrying.
Trades vertical mobility (+25% gravity) for a 20% damage uplift.
First quarter of the magazine: +15% damage.
+30% movespeed. Horse refuses to be seen with you.
5% of shots fire explosive Pyro rounds.
5% of shots fire explosive Acid rounds.
5% of shots fire explosive Elec rounds.
At full HP: +20% movespeed, reload speed, and fire rate.
10% chance per shot: double damage.
Passive HP regen near allies.
Empty-clip reload time cut in half.
Pick up a soul: +20% damage and reload speed for 5s.
Chests have +15% chance to also drop a random Joker.
Weakspot hits +35% damage. Body shots −35% damage.
Weakspot hits: 20% chance to refund the bullet.
2-cost utility and questline rewards. Cheap glue for build cohesion.
On kill: 2% chance to drop an anti-gravity zone.
Weakspot hits: 5% chance to summon a healing ghost bell.
+15% damage while airborne.
On kill: 3% chance to spawn a Cactus Mino.
+1 to your utility ammo cap.
Reveals the Wandering Trader. 20% discount on its stock.
Last 2 rounds in the magazine fire explosive.
Melee strikes deal double damage.
+20% gold paid out at mission end.
5% on hit: spawn damaging pickaxes on the target.
Hitting a quarter HP triggers a one-time burn shockwave (60s cooldown).
Each kill: +25% movespeed for 3s.
+30% move speed while firing.
+30% move speed during reload.
On kill: 10% chance to spawn a shroom on the corpse.
+20% souls awarded at mission end.
Wider pickup range. Souls heal +2 HP on grab.
+10% baseline move speed.
1-2 cost starter pool. Fillers and easter-egg cosmetics (CHICKSHOT / RUBBER DUCK).
Bullets cluck on the way out (50%). Pure flair.
Lands you on your feet from any height — fall damage is gone.
Buffs your spirit form after you go down — quicker on the move, hits land heavier.
Each kill: 10% chance to drop a gold nugget.
Healing bottles work +25% on you.
Revive allies in half the time.
Below 30% HP: +30% move speed.
Weakspot hits puff confetti (50%). Pure flair.
5% on hit: spawn a pig at the impact. Shoot to detonate.
Drop into the red (sub-30% HP) and your damage spikes by +30%.
Footsteps quack like rubber ducks.
+50% hero glow. You're a beacon.
Holding aim cranks fire rate up by +10% per stack.
95 cards, rarity costs, slot bindings, weapon restrictions — what we cover and what we don't claim.