Legendary 5 slots Conditional
ALL MIGHTY
Gain +1% damage per 1 shield point, up to 80%
What it does
Calculated, but only while the stated condition holds.
+1% damage per shield point, ceiling +80%.
| Stat | How it scales | Source |
|---|---|---|
| Weapon damage | Scales with shieldPoints | stateLinear |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 1.
Resolved in FL_Items.F_ApplyImpactDamages.
Raw record
Show the extracted row
{
"id": "jokerAllMighty",
"value": 1,
"rarity": "legendary",
"requiredAmountSlots": 5,
"maxAvailable": 1,
"buyPrice": 1200,
"sellPrice": 600,
"associatedChallenge": null,
"availableOnItems": [
"itemBanjo",
"itemBoomerang",
"itemBow",
"itemDualRevolver",
"itemKnuckles",
"itemLasso",
"itemLongRanger",
"itemMinigun",
"itemPistol",
"itemQuadCylinder",
"itemSheriffStar",
"itemShotgun",
"itemWinchester"
],
"isEnabled": true
} Stacking
The game allows 1 copy on one item. Wants a shield build; the cap makes extra copies pointless.
Weapon damage by copies
Show as a table
| Copies | Weapon damage |
|---|---|
| 0 | 0% |
| 1 | +80% (capped) |
| 2 | +80% (capped) |
| 3 | +80% (capped) |
| 4 | +80% (capped) |
| 5 | +80% (capped) |
| 6 | +80% (capped) |
| 7 | +80% (capped) |
| 8 | +80% (capped) |
| 9 | +80% (capped) |
| 10 | +80% (capped) |
| 11 | +80% (capped) |
| 12 | +80% (capped) |
| 13 | +80% (capped) |
| 14 | +80% (capped) |
| 15 | +80% (capped) |
This card on its own on the Banjo, out to 15 copies. Assumes shield points at 200. The equip screen stops at 1; copies picked up during a run stack past it.
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Can be dropped and passed to a teammate