Complete Balatro Joker Guide

All 150 Jokers ranked from S to D tier with detailed effects, unlock conditions, and winning strategies.

Tier Ranking System

S

Top Tier: Game-changing Jokers that can carry runs solo or create devastating synergies. Always prioritize these.

A

High Tier: Excellent Jokers with strong effects. Great for most builds and provide consistent value.

B

Mid Tier: Good Jokers that work well in specific builds. May need support to shine.

C

Low Tier: Niche Jokers with situational value. Can work in specific strategies but generally weaker.

D

Weak Tier: Rarely useful Jokers. Only consider in very specific circumstances or early game desperation.

S Tier Jokers - Game Changers

These Jokers are the most powerful in Balatro. They can single-handedly carry runs or create devastating combo potential.

Blueprint S

Copies the ability of the Joker to the right

Cost: $8

Strategy: Place to the left of powerful ability Jokers like Baron, Triboulet, or Joker. Creates double the effect. Combine with Mime for triple effects.

Brainstorm S

Copies the ability of the Joker to the left

Cost: $8

Strategy: Mirror to Blueprint but copies left. Perfect for creating chains: Brainstorm → Joker → Blueprint → Baron = massive multiplication.

Baron S

Each King held in hand gives +1.5x Mult

Cost: $8

Strategy: Combine with Blueprint/Brainstorm for exponential scaling. Hold 4 Kings for 6x Mult. Use with tarot cards to convert cards to Kings.

Triboulet S

Each King and Queen held in hand gives +2x Mult

Cost: $8

Strategy: Superior to Baron - includes Queens too. 4 face cards = 8x Mult. Unlock by finding 2 Queen cards in a run.

Mime S

Doubles all Jokers to the right (including their effects)

Cost: $8

Strategy: Creates exponential scaling with copy Jokers. Mime + Blueprint + Baron triples Baron's effect. Position matters!

Constellation S

+1 Mult per Planet card used this run

+Mult scales Cost: $8

Strategy: Infinite scaling potential. Use Planet cards frequently to build massive Mult. Works best with hand-specialization builds.

Wee Joker S

This Joker gains +8 Mult for each 2 scored

+Mult scales Cost: $8

Strategy: Incredible scaling with Two Pair or Full House builds. Each 2 played adds permanent Mult. Can reach +100+ Mult by late game.

Walkie Talkie S

Each 10 and 4 held in hand gives +10 Chips and +4 Mult

+Chips +Mult Cost: $5

Strategy: Great for Straight builds (4-5-6-7-8-9-10). Hold multiple 10s and 4s for strong bonuses. Affordable S-tier Joker.

A Tier Jokers - Excellent Choices

Strong Jokers that provide consistent value and work well in most builds. Many are affordable early-game picks.

Joker A

+4 Mult, gains +2 Mult when a Joker is sold

+4 Mult Cost: $4

Strategy: Best beginner Joker. Scales passively as you sell others. Reach +20+ Mult easily by mid-game. Always consider buying.

Greedy Joker A

+3 Mult for each $5 you have

+Mult scales Cost: $5

Strategy: Rewards economy play. With $25 bank, gives +15 Mult. Keep money high for interest AND scoring bonus.

Lusty Joker A

+3 Mult for each Heart card held in hand

+Mult Cost: $5

Strategy: Excellent for Flush builds (Hearts). Use Tarot cards to convert cards to Hearts. Can give +15+ Mult with full Heart hand.

Wrathful Joker A

+3 Mult for each Spade card held in hand

+Mult Cost: $5

Strategy: Spade-focused builds. Similar to Lusty but for Spades. Works well with straight flush strategies.

Gros Michel A

+25 Mult, 1 in 6 chance to self-destruct each round

+25 Mult Cost: $5

Strategy: Massive early Mult. Risky but rewarding. If destroyed, spawns Cavendish (superior version) in shop next ante.

Photograph A

First face card played gives +2x Mult

×2 Mult Cost: $5

Strategy: Triggers once per scoring hand. Play face cards early in scoring. Blueprint copies this for ×4 total.

Hanging Chad A

Re-triggers first card played in scoring

Cost: $5

Strategy: Doubles first card's contribution. Amazing with Steel cards (+1.5x Mult) or trigger-based Jokers.

Half Joker A

+20 Mult if hand has 3 or fewer cards

+20 Mult Cost: $5

Strategy: Perfect for Pair/Three of a Kind builds. High card and Pair easily trigger this bonus.

Banner A

+30 Chips for each remaining discard

+Chips Cost: $5

Strategy: Great with low-discard builds or when you have extra discards. Up to +90 Chips with 3 discards unused.

Mystic Summit A

+4 Mult for each remaining hand

+Mult Cost: $5

Strategy: Rewards efficient play. Save hands for boss rounds. Up to +16 Mult with 4 hands remaining.

Misprint A

+Mult between 0 and 23 (random each scoring)

+0-23 Mult Cost: $4

Strategy: Unpredictable but averages ~11.5 Mult. Low cost makes it decent early game filler.

Steel Joker A

Each Steel card in deck gives +1.5x Mult (cards held)

×Mult

Strategy: Use Spectral cards to create Steel cards. Scaling potential as deck transforms. Blueprint copies this.

Abstract Joker A

+3 Mult per Joker owned

+Mult Cost: $4

Strategy: Rewards Joker collection. With 5 Jokers = +15 Mult. Self-referential scaling.

Perkeo A

Creates a Negative copy of 1 random Consumable in hand when boss defeated

Cost: $7

Strategy: Builds consumable collection. Negative copies don't use slots. Great for Planet card hoarding.

Stone Joker A

+50 Chips for each Stone card in deck

+Chips Cost: $4

Strategy: Use Tarot/Spectral cards to create Stone cards. Stone cards don't count as suit/rank but boost chips.

Loyalty Card A

+4x Mult every 4 hands played

×4 Mult Cost: $6

Strategy: Cyclical bonus. Track your hand count. Trigger on hand 4, 8, 12, etc. Great for boss rounds.

8 Ball A

Creates a Tarot card if played hand contains an 8

Cost: $4

Strategy: Free Tarot generation. Works with Straight builds (5-6-7-8). Infinite Tarot potential.

Space Joker A

1 in 4 chance to upgrade level of played poker hand

Cost: $5

Strategy: Free hand leveling. Works with any build. Combines well with Constellation for Mult bonus.

To Do List A

+4x Mult if first hand of round is a specific poker hand

×4 Mult Cost: $6

Strategy: Plan first hand carefully. Check which hand type it requests. ×4 Mult is huge for early ante boss.

License to Jill A

Re-triggers first Jack played

Cost: $5

Strategy: Jack-focused builds. Double Jack scoring. Works with Steel Jacks for massive Mult.

B Tier Jokers - Good Options

Solid Jokers that work well in specific builds or as support. May require proper setup to maximize value.

Even Steven B

Each even card (2,4,6,8,10) played gives +4 Mult

+4 Mult Cost: $4

Strategy: Works with Straight builds. 5 even cards = +20 Mult. Consistent bonus for even-focused decks.

Odd Todd B

Each odd card (A,3,5,7,9) played gives +30 Chips

+30 Chips Cost: $4

Strategy: Complements Even Steven. Pair them for mixed builds. Ace counts as odd.

Scholar B

Each Ace played gives +20 Chips and +4 Mult

+20 Chips +4 Mult Cost: $4

Strategy: Ace-heavy builds. Four Aces = +80 Chips, +16 Mult. Works with High Card or Four of a Kind.

Runner B

+15 Chips if hand contains a Straight

+15 Chips Cost: $5

Strategy: Straight-focused builds. Consistent bonus but requires Straight hand. Scale with Straight leveling.

Fibonacci B

Each Ace,2,3,5,8 played gives Mult equal to Fibonacci sequence

+Mult Cost: $7

Strategy: A=1, 2=2, 3=3, 5=5, 8=8 Mult per card. Play 2,3,5,8 for +18 Mult total. Expensive but powerful.

Arrowhead B

Each Spade card played gives +25 Chips

+25 Chips Cost: $5

Strategy: Spade builds. Works with Wrathful Joker for Spade synergy. 5 Spades = +125 Chips.

Ride the Bus B

+1 Mult per hand played without face cards (scales)

+Mult scales Cost: $4

Strategy: Avoid face cards (J,Q,K). Works with Pair of 2s-10s. Can scale to +20+ Mult.

Blackboard B

+3x Mult if all cards held in hand are Spades or Clubs

×3 Mult Cost: $6

Strategy: Dark suit build (Spades/Clubs). Use Tarot to convert cards. Powerful but requires deck transformation.

Ceremonial Dagger B

When sold, gain +1 hand size permanently

Cost: $4

Strategy: Strategic sell. Extra hand size is permanent benefit. Buy early, sell when needed.

Fortune Teller B

+1 Mult per Tarot card used this run

+Mult scales Cost: $4

Strategy: Tarot-heavy builds. Use Tarots frequently for scaling. Works with 8 Ball for free Tarots.

Incubus B

+7 Mult if hand contains a Straight Flush or better

+7 Mult Cost: $5

Strategy: Straight Flush builds only. Hard to trigger but pairs with leveled Straight Flush.

Vampire B

+1x Mult per hand played with enhancements destroyed

×Mult scales Cost: $5

Strategy: Destroy enhanced cards (Steel, Gold, etc.) for scaling. Use Spectral cards to create then destroy.

Fortune Cookie B

1 in 7 chance for +20 Mult, 1 in 7 chance for -$20 Mult

+/-20 Mult Cost: $3

Strategy: Risky gambling Joker. Low cost. On average neutral but can swing runs.

Seeing Double B

+2x Mult if hand contains a Club and a Diamond

×2 Mult Cost: $5

Strategy: Mixed suit build. Easy to trigger with diverse deck. Good early bonus.

Popcorn B

+20 Mult, loses -4 Mult each round

+20 Mult → 0 Cost: $4

Strategy: Temporary boost. Best early ante. Expires after 5 rounds. Sell before it hits 0.

Seltzer B

Re-triggers all cards played, destroys itself after 5 hands

Cost: $5

Strategy: Massive boost for 5 hands. Double all card effects. Use for boss rounds or ante clearing.

Campfire B

+1x Mult per Joker sold this run

×Mult scales Cost: $5

Strategy: Joker cycling strategy. Sell Jokers frequently to scale. Works with basic Joker scaling too.

C Tier Jokers - Situational Value

Niche Jokers that can work in specific strategies but generally weaker. May be worth picking in certain circumstances.

Gluttonous Joker C

+3 Mult for each Diamond card held in hand

+Mult Cost: $5

Strategy: Diamond Flush builds. Same as Lusty but less common suit focus.

Jolly Joker C

+8 Mult if hand contains a Pair

+8 Mult Cost: $3

Strategy: Pair builds only. Low cost but limited. Works with Half Joker synergy.

Zany Joker C

+12 Mult if hand contains a Three of a Kind

+12 Mult Cost: $4

Strategy: Three of a Kind builds. Better than Jolly but harder to trigger.

Mad Joker C

+10 Mult if hand contains a Two Pair

+10 Mult Cost: $4

Strategy: Two Pair builds. Works with Wee Joker for 2-focused strategy.

Crazy Joker C

+12 Mult if hand contains a Straight

+12 Mult Cost: $4

Strategy: Straight builds. Pair with Runner for chip bonus.

Droll Joker C

+10 Mult if hand contains a Flush

+10 Mult Cost: $4

Strategy: Flush builds. Combine with suit-specific Jokers.

Wily Joker C

+20 Mult if hand contains a Full House

+20 Mult Cost: $5

Strategy: Full House builds. Harder to trigger but solid bonus.

Crafty Joker C

+25 Mult if hand contains a Four of a Kind

+25 Mult Cost: $6

Strategy: Four of a Kind builds. Expensive but strong when triggered.

Business Card C

1 in 2 chance to create $2 when a face card is played

Cost: $4

Strategy: Economy generation with face cards. Slow money build. Average $1 per face card.

Stamp C

Copies ability of rightmost Joker, destroys when that Joker is sold

Cost: $4

Strategy: Cheaper copy than Blueprint. Destroys when source sold. Position carefully.

Flower Pot C

+3x Mult if hand contains at least one card of each suit

×3 Mult Cost: $5

Strategy: Rainbow suit builds. Harder with transformed deck. Good early game bonus.

Blueprint 2 C

Copies ability of Joker 2 spaces to the right

Cost: $7

Strategy: Longer chain copies. Creates triple effects with proper positioning.

Throwback C

+1x Mult per ante completed

×Mult scales Cost: $5

Strategy: Late game scaling. Better in longer runs. Ante 8 = +7x Mult.

Invoice C

Increases shop prices by 50%, free every 5 purchases

Cost: $3

Strategy: Economy strategy. Buy 4 cheap items, get 1 free expensive item.

Rough Gem C

Each Diamond card played gives +15 Chips

+15 Chips Cost: $4

Strategy: Diamond chip support. Pair with Gluttonous for Diamond synergy.

D Tier Jokers - Limited Use

Weak Jokers with situational or minimal value. Only consider in very specific circumstances or early desperation.

Ice Cream D

+100 Chips, loses -5 Chips each hand played

+100 → 0 Chips Cost: $5

Strategy: Temporary chip boost. Expires after 20 hands. Expensive for short-term benefit.

Diet Cola D

When sold, create a free Voucher

Cost: $4

Strategy: Single Voucher value. Vouchers cost $10+ usually. Limited use for one bonus.

Gift Card D

Adds $3 sell value to every Joker and Consumable

Cost: $4

Strategy: Sell value boost. Minimal impact. Better economy options exist.

Exception D

+4 Mult for each Exception (this Joker only)

+4 Mult Cost: $6

Strategy: Self-referential joke. Only +4 Mult for $6. Poor value.

Abstract Joker 2 D

+2 Mult for each hand type played this run

+Mult scales Cost: $5

Strategy: Rewards hand variety. Better to specialize. Diverse hands hurt consistency.

Nero's Caesar D

Each King held in hand gives +3 Chips

+3 Chips Cost: $2

Strategy: Weak chip bonus. Baron gives ×1.5 Mult per King. Poor comparison.

Mayo D

+4 Mult (no special effect)

+4 Mult Cost: $2

Strategy: Basic Mult Joker. "Joker" costs $4 and scales. Better options for similar price.

Stencil D

Copies ability of Joker to the right (destroys if no Joker right)

Cost: $3

Strategy: Cheaper Stamp alternative. Destroys if empty. Risky positioning.

Joker Strategy Tips

Positioning Matters

Copy Jokers (Blueprint, Brainstorm) copy abilities based on position. Place them adjacent to powerful Jokers. Blueprint copies right, Brainstorm copies left.

Scaling vs Static

Prioritize scaling Jokers early game. Joker, Fortune Teller, and Constellation grow over time. Static bonus Jokers like Gros Michel are strong but temporary.

Hand Specialization

Build around one hand type. Pair Jokers like Jolly, Half, and Wee synergize with Pair builds. Focus resources on leveling one hand type.

Economy Jokers Early

Buy economy Jokers (Greedy, Business Card) early for long-term value. Money compounds across antes through interest and shop options.

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