BETA — Сайт у режимі бета-тестування. Можливі помилки та зміни.
UK | EN |
LIVE
Культура 🇺🇸 США

Best Jokers to use in Far Far West

Destructoid Arka Sarkar 1 переглядів 3 хв читання
Best Jokers to use in Far Far West

Shooting enemies in Far Far West

The effectiveness of your build and the weapons in Far Far West will largely rely on Jokers, and there are plenty of options. Jokers appear as cards, and they're essentially modifiers that determine how your character/weapon operates.

Since there are so many options, I have listed the best ones here.

Best Jokers in Far Far West

Before I dive deeper into the analysis of every card, it's important to consider some factors. For starters, Jokers are specific to your build. One Joker card might be useful for the Shotgun, but not so much for the Minigun. Similarly, a Joker that might be critical for your tanky build might not have much use for a damage build.

However, some cards are simply better. Almost every meta build will need them.

JokerEffectReason
RelentlessWhile under 30% HP, deal +30% damageThis 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 shootingI 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 SiphonIncrease pick up range and gain +2 HP when picking up a soulYou 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.
ClutchThe last 2 bullets in your magazine are explosiveIf 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 targetIt'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 WindHeal 50 HP instead of dying to a fatal hitHaving 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.
RicochetThe fired bullet ricochets, with a 30% chance to automatically hit a nearby enemyEvery 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 PactKills 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.

If you're yet to figure out what might be a good build to use, this guide might help you with your problems. Similarly, using weapons that are meta will also make things easier on your run and raise your chances of success.

The post Best Jokers to use in Far Far West appeared first on Destructoid.

Поділитися

Схожі новини