Fine 2 slots Conditional
RUN & GUN
+30% move speed when shooting
What it does
Calculated, but only while the stated condition holds.
| Stat | How it scales | Source |
|---|---|---|
| Move speed while shooting | Diminishing curve on copies · only while moving | C_Joker_RunAndGun |
Curve
C_Joker_RunAndGun
| Copies | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|
| Value | 0 | 165 | 330 | 495 | 630 | 740 | 850 |
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 BP_Item ubergraph.
Raw record
Show the extracted row
{
"id": "jokerRunAndGun",
"value": 1,
"rarity": "rare",
"requiredAmountSlots": 2,
"maxAvailable": 6,
"buyPrice": 300,
"sellPrice": 150,
"associatedChallenge": null,
"availableOnItems": [
"itemBoomerang",
"itemBow",
"itemDualRevolver",
"itemLongRanger",
"itemMinigun",
"itemPistol",
"itemQuadCylinder",
"itemSheriffStar",
"itemShotgun",
"itemWinchester"
],
"isEnabled": true
} Stacking
The game allows 6 copies on one item. Linear to three copies, then it tapers.
Move speed while shooting by copies
Show as a table
| Copies | Move speed while shooting |
|---|---|
| 0 | 0% |
| 1 | +30% |
| 2 | +60% |
| 3 | +90% |
| 4 | +114.5% |
| 5 | +134.5% |
| 6 | +154.5% |
| 7 | +154.5% |
| 8 | +154.5% |
| 9 | +154.5% |
| 10 | +154.5% |
| 11 | +154.5% |
| 12 | +154.5% |
| 13 | +154.5% |
| 14 | +154.5% |
| 15 | +154.5% |
This card on its own on the Boomerang, out to 15 copies. Assumes moving while shooting. The equip screen stops at 6; copies picked up during a run stack past it.
Worth taking 3 copies. Effects are strictly per player, so a spare beyond that is worth more to a teammate who has none .
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