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Balatro Joker Tier List — Best Jokers, Synergies and Slot Order

Balatro Joker Tier List — Best Jokers, Synergies and Slot Order

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Win early with cheap +Mult and economy, then commit to one hand type and collect XMult for it. By Ante 6 you want at least two multiplicative Jokers or a scaling one. Keep +Mult Jokers to the left of XMult Jokers, put Blueprint directly left of your best Joker, and sell early fillers the moment a stronger Joker needs the slot.

Summary

Jokers decide almost every Balatro run, but a Joker is only as strong as the build and the slot it sits in. A flat +Mult Joker that carries Ante 2 is dead weight at Ante 7, and an XMult Joker in the wrong position loses part of its value. This guide ranks the Jokers that matter (S to C, with rarity and the effect in one line), explains Chips vs +Mult vs XMult and economy, shows why left-to-right order changes your score, and lists the Joker packages behind the strongest builds.

Who This Is For: Balatro players who know the rules and want to know which Jokers to buy, keep and sell Intermediate

Key Points

Key Points

1

Score is Chips × Mult. +Mult adds, XMult multiplies, so XMult Jokers decide the late antes; the Ante 8 Boss Blind needs 100,000 chips even at White Stake.

2

Jokers trigger left to right. +Mult placed before XMult scores more: 40 × ((4 + 4) × 2) = 640, versus 480 the other way round.

3

Blueprint copies the Joker to its right and Brainstorm copies the leftmost Joker. Neither can copy economy or rule-changing Jokers such as Golden Joker, Four Fingers or Showman.

4

Pick Jokers for one hand type. A Flush Joker in a Pair deck is an empty slot, however high it sits on a tier list.

5

Interest pays $1 per $5 up to $5 a round (at $25). Holding $25 early is worth more than a marginal Joker.

Most Joker tier lists rank Jokers as if every run were the same. They are not. A Joker's real value depends on three things: what kind of effect it has (Chips, +Mult, XMult, money), whether it fits the hand you are building, and where it sits in your row. This guide ranks Jokers with all three in mind, then explains the order and synergy rules behind the ranking.

Effects, rarities and numbers are taken from the Balatro Wiki for the current version (1.0.1). There are 150 Jokers, and you have 5 Joker slots by default (a Negative edition Joker adds one).

Joker tier list

The ranking axis is how much a Joker raises your chance of beating Ante 8 across typical runs. Jokers that are strong only inside one build are marked by the build they need. Legendary Jokers are covered separately because you cannot buy them.

S
Blueprint — Rare Copies the ability of the Joker to its right. As strong as your best Joker, in any build. Unlocked by winning a run. Brainstorm — Rare Copies the ability of the leftmost Joker. Slightly weaker than Blueprint because it fixes your best Joker in the first slot. Unlocked by discarding a Royal Flush. Baron — Rare Each King held in hand gives X1.5 Mult. Five Kings held is about X7.6 before any other help, and Mime retriggers every one. Cavendish — Common X3 Mult with no condition, 1 in 1000 chance to be destroyed. Only appears after Gros Michel has gone extinct this run.
A
The Duo / The Trio / The Family / The Order / The Tribe — Rare X2 Mult for a Pair, X3 for Three of a Kind, X4 for Four of a Kind, X3 for a Straight, X2 for a Flush. Reliable XMult once you commit to that hand. Card Sharp — Uncommon X3 Mult if the played poker hand has already been played this round. Free in one-hand builds: your second hand of the round triggers it. Hologram — Uncommon Gains X0.25 Mult each time a playing card is added to your deck. Scales without limit with DNA, Certificate or Marble Joker. Mime — Uncommon Retriggers all held-in-hand abilities. Doubles up Baron, Steel Cards and Shoot the Moon. Steel Joker — Uncommon X0.2 Mult for each Steel Card in your full deck. Only appears once you own a Steel Card. Bloodstone — Uncommon Played Hearts have a 1 in 2 chance to give X1.5 Mult when scored. The XMult engine of a Hearts Flush. Ancient Joker — Rare Each played card of one suit gives X1.5 Mult when scored; the suit changes every round. Huge in Flush builds once Smeared Joker narrows suits to two. Photograph — Common First played face card gives X2 Mult when scored. Cheap XMult for any face card build. Acrobat — Uncommon X3 Mult on the final hand of the round. Strong if you can win with your last hand, risky if you cannot. Constellation / Campfire — Uncommon / Rare Scaling XMult: +X0.1 per Planet card used, or +X0.25 per card sold (Campfire resets after each Boss Blind).
B
Four Fingers / Smeared Joker — Uncommon Rule changers: Flushes and Straights with 4 cards, or Hearts = Diamonds and Spades = Clubs. Score nothing themselves but make Flush builds consistent. Sock and Buskin / Hanging Chad — Uncommon / Common Retrigger all played face cards, or retrigger the first scoring card 2 more times. Multiply whatever your card-level Jokers already do. Pareidolia — Uncommon Every card counts as a face card. Turns Photograph, Smiley Face and Scary Face on for the whole deck. Driver's License — Rare X3 Mult if your full deck has at least 16 Enhanced cards. Excellent in Tarot-heavy runs, a dead slot in others. Golden Joker / Rocket / To the Moon — Common / Uncommon Economy: $4 every round, $1 rising by $2 per Boss Blind, or $1 extra interest per $5. Buy early, sell when the slot is needed.
C
Joker / Jolly Joker / Half Joker — Common +4 Mult, +8 Mult on a Pair, +20 Mult on 3 or fewer cards. Good enough for Antes 1 to 3, replace by Ante 5. Abstract Joker / Supernova / Ride the Bus / Green Joker — Common +Mult that grows (per Joker owned, per time the hand was played, per hand without a face card, per hand minus discards). Fine early, out-scaled by any XMult. Gros Michel — Common +15 Mult with a 1 in 6 chance to be destroyed each round. Worth buying mainly because its extinction unlocks Cavendish.

Rarity changes how often you see a Joker, not how strong it is. In the shop, a Joker is Common 70% of the time, Uncommon 25% and Rare 5%. Plan around the Commons and Uncommons you will see, and treat a Rare as a bonus.

What makes a Joker strong: Chips, +Mult, XMult and money

Your hand scores Chips × Mult. Every Joker touches one side of that equation, or your money.

Effect type Examples How it scales When it matters
+Chips Scary Face, Crafty Joker, Bull Adds to the smaller side of the equation Early, or when Mult is already high
+Mult Joker, Jolly Joker, Half Joker Adds a fixed amount Antes 1 to 4
XMult Cavendish, The Duo, Baron Multiplies everything before it Ante 4 onward; required by Ante 7 and 8
Scaling Hologram, Constellation, Campfire Grows during the run Strongest if bought early
Economy Golden Joker, Rocket, To the Moon More money means more rerolls and better shops Antes 1 to 3
Rule change / copy Four Fingers, Smeared Joker, Blueprint Changes what other cards and Jokers do Whenever the build needs it

The reason XMult takes over is arithmetic. A +4 Mult Joker is a big boost when your Mult is 4 and almost nothing when it is 60. An X2 Mult Joker doubles your score at any stage. The score you need climbs fast: the base requirement is 300 at Ante 1, 5,000 at Ante 4 and 50,000 at Ante 8, and the Boss Blind asks for twice the base, so 100,000 chips to beat the Ante 8 Boss at White Stake. Higher Stakes raise this further.

Economy is a real stat. You earn $1 of interest for every $5 you hold at the end of a round, capped at $5 (reached at $25). The Seed Money and Money Tree vouchers raise the cap to $10 and $20. Two or three rounds of full interest pays for a Joker, so in the first antes a money Joker or simply holding $25 often beats buying a weak scoring Joker.

Joker order: why left to right matters

Jokers trigger from left to right, and the order of operations is fixed:

  1. 1

    1. Played cards score, left to right

    Each scoring card adds its Chips, then its enhancement, seal and edition, then any Joker that triggers on scored cards (Photograph, Bloodstone, Ancient Joker, Smiley Face). Retriggers repeat this step for that card.

  2. 2

    2. Cards held in hand

    Steel Cards and held-in-hand Jokers (Baron, Shoot the Moon, Raised Fist) trigger for each held card, left to right. Mime retriggers these.

  3. 3

    3. Jokers, left to right

    Each Joker's edition (Foil, Holographic) and its own independent effect fire in slot order. Polychrome's X1.5 comes after that Joker's effect.

This has two practical consequences.

Put +Mult to the left of XMult. With 40 Chips and 4 Mult, a +4 Mult Joker followed by an X2 Mult Joker gives 40 × ((4 + 4) × 2) = 640. Swap them and you get 40 × ((4 × 2) + 4) = 480. Same Jokers, 25% less score. The rule of thumb: Chips and +Mult first, flat XMult next, the biggest XMult last.

Card-level XMult fires before every Joker in your row. Photograph, Bloodstone, Ancient Joker and Baron trigger in steps 1 and 2, so their XMult always lands before your independent +Mult Jokers, no matter where you place them. That is fine when they are your main multiplier, but it means a big flat +Mult Joker added later adds less than it looks.

Blueprint goes immediately to the left of the Joker you want copied. Brainstorm copies the leftmost Joker, which forces that Joker into slot 1. Put Brainstorm itself in the last slot so at least the copy fires after your +Mult. If you own both, copy two different XMult Jokers rather than stacking on one.

Order matters for destruction too. Ceremonial Dagger destroys the Joker to its right when a Blind is selected, so keep it next to a cheap filler, never next to Blueprint's target.

Synergy packages

Strong runs are rarely one great Joker. They are three or four Jokers that all reward the same thing.

Build Core Jokers Why they work together
Flush Four Fingers, Smeared Joker, The Tribe, Droll Joker, Crafty Joker Four Fingers and Smeared Joker make Flushes easy to hit; The Tribe adds X2 Mult on every one
Hearts Flush Bloodstone, Ancient Joker, Smeared Joker, Lusty Joker Every scoring Heart is a chance at X1.5 Mult, and five cards score per hand
Face cards Pareidolia, Photograph, Smiley Face, Scary Face, Sock and Buskin, Hanging Chad Pareidolia makes every card a face card; retriggers repeat each face card bonus
Steel / held in hand Baron, Mime, Steel Joker, Shoot the Moon Kings and Steel Cards score while you hold them; Mime retriggers every held card
One hand type The Duo or The Trio, Card Sharp, Constellation, Supernova Play the same hand all run: Card Sharp triggers on the repeat, Planet cards feed Constellation
Deck growth Hologram, DNA, Certificate, Marble Joker Every card these add to your deck permanently raises Hologram

Flush

The most forgiving build for most players. Four Fingers lets you make a Flush with four cards, and Smeared Joker collapses the four suits into two (Hearts and Diamonds count as one suit, Spades and Clubs as the other), so almost every hand you draw contains a Flush. The Tribe then gives X2 Mult on every hand, and the suit Jokers add on top: Bloodstone (Hearts, X1.5 Mult on a 1 in 2 chance), Onyx Agate (Clubs, +7 Mult per card), Arrowhead (Spades, +50 Chips per card), Rough Gem (Diamonds, $1 per card). Ancient Joker is the best late addition; with Smeared Joker, roughly twice as many of your cards count as its suit.

Face cards

Pareidolia makes every card a face card, which switches on Photograph (X2 Mult on the first face card), Smiley Face (+5 Mult per face card) and Scary Face (+30 Chips per face card) for the whole deck. Sock and Buskin retriggers all played face cards and Hanging Chad retriggers the first scoring card two more times. A retrigger repeats the card's on-scored effects, so Photograph on a card retriggered twice by Hanging Chad applies its X2 three times. Midas Mask turns played face cards into Gold Cards, which add money if held at the end of a round.

Steel and held in hand

The highest-ceiling build. Baron gives X1.5 Mult for each King you hold, a Steel Card gives X1.5 Mult while it stays in hand, and Mime retriggers every held-in-hand ability. With Mime, each held King is worth X2.25 instead of X1.5, and a King that is also a Steel Card stacks both multipliers. Red Seals retrigger held cards as well. Use The Chariot (Tarot) to make Steel Cards and Deja Vu (Spectral) to add Red Seals. Steel Joker adds X0.2 Mult for each Steel Card in your full deck, and Shoot the Moon (+13 Mult per Queen held) fits if you also keep Queens. The weakness is the setup: it needs several specific cards and Tarots before it outscores a Flush.

Early and late game priorities

Stage What you need Buy Skip or sell
Antes 1 to 2 Beat 300 to 1,600 chips; build money Any +Mult that works on most hands, one economy Joker Expensive build pieces with nothing to support them
Antes 3 to 4 Choose a hand type Jokers for that hand, first XMult, Planets for that hand Jokers for other hand types
Antes 5 to 6 Two sources of XMult or one scaling one The Duo/Trio/Tribe, Card Sharp, Baron, Blueprint Flat +Mult fillers that no longer move the score
Antes 7 to 8 100,000 chips for the Ante 8 Boss at White Stake Copy Jokers, retriggers, more XMult Economy Jokers once money no longer buys power

The common thread: money and flexibility early, multiplication late. Economy Jokers pay the most when bought in Ante 1, and they are the first thing to sell once a better scoring Joker needs the slot.

Legendary Jokers

Legendary Jokers are never sold in the shop. The Spectral card The Soul creates one, and each Spectral card has a 0.3% chance to be The Soul, so you can never plan on them. If one appears, it usually becomes the center of the run.

Legendary Joker Effect Best with
Triboulet Played Kings and Queens each give X2 Mult when scored Face card builds
Canio Gains X1 Mult when a face card is destroyed Ways to destroy face cards
Yorick Gains X1 Mult every 23 cards discarded Builds with spare discards
Chicot Disables the effect of every Boss Blind Any run
Perkeo Creates a Negative copy of 1 random consumable at the end of the shop Tarot, Planet or Spectral heavy runs

Common mistakes

  • Filling all five slots with +Mult. By Ante 5 you need room for XMult. Sell the weakest filler as soon as a multiplier appears; a sold Joker returns part of its cost.
  • Putting XMult before +Mult. As shown above, the same Jokers lose about a quarter of their score in the wrong order.
  • Copying the wrong Joker. Blueprint and Brainstorm cannot copy economy and rule-changing Jokers (Golden Joker, Rocket, To the Moon, Four Fingers, Smeared Joker, Showman, Oops! All 6s and others). Copy an XMult Joker.
  • Buying for two hand types. A Flush Joker and a Pair Joker each work half the time. Pick one hand and sell the other.
  • Spending below $25 in the first antes. Interest is the cheapest power in the game early on. Skip a marginal Joker to keep it.
  • Forgetting destructive Jokers. Ceremonial Dagger destroys the Joker to its right, and Madness destroys a random Joker when you select a Small or Big Blind. Do not run them next to Jokers you need.

For how to shape the deck these Jokers score with, see the Deck Build Guide. Boss Blinds that disable Jokers or suits are covered in the Boss Blind Guide, the basics of scoring and the shop are in the Beginner Guide, and our verdict on the game is in the Balatro Review.

★Honest Take — the tier list matters less than the build

Balatro's Joker pool is well balanced at the top: there is no single Joker you must take every run, and Blueprint is only as good as what sits to its right. What actually loses runs is not picking a C-tier Joker but holding five Jokers that reward five different things. The best habit is to ask "what does this Joker reward?" before "how good is this Joker?" The weak spot is variance. Rare and Legendary Jokers are rare enough that some runs simply never get their engine, and no tier list fixes that. Plan around the Commons and Uncommons you will see, and treat Blueprint, Baron and Cavendish as gifts.

FAQ

FAQ

Blueprint is the most valuable single Joker because it copies the Joker to its right, so it is as strong as your best Joker. Brainstorm (copies the leftmost Joker) is close behind. Among Jokers that score on their own, Baron (each King held in hand gives X1.5 Mult) and Cavendish (X3 Mult with no condition) are the strongest. Which one wins depends on your build.
Put Blueprint immediately to the left of the Joker you want doubled, usually your strongest XMult Joker. Brainstorm always copies the leftmost Joker, so it forces that Joker into the first slot. Put Brainstorm itself at the far right so its copy fires after your +Mult Jokers. Neither can copy economy or rule-changing Jokers such as Golden Joker, Four Fingers or Showman.
Cavendish only appears after Gros Michel has gone extinct in the current run. Gros Michel (+15 Mult) has a 1 in 6 chance to be destroyed at the end of each round; once that happens, Cavendish (X3 Mult, 1 in 1000 chance to be destroyed) can appear.
Left. Jokers score from left to right, and multiplying after adding gives a larger number. With 40 Chips, 4 Mult, a +4 Mult Joker and an X2 Mult Joker, the order +4 then X2 scores 640, while X2 then +4 scores 480.
Legendary Jokers (Canio, Triboulet, Yorick, Chicot and Perkeo) never appear in the shop. They are created only by the Spectral card The Soul, and each card has a 0.3% chance to be The Soul.
In Antes 1 and 2, any cheap Joker that adds Mult on most hands (Joker, Jolly Joker, Half Joker) plus an economy Joker such as Golden Joker if you can afford it. Keep at least $25 when possible for full interest. From Ante 3, start buying Jokers for one hand type and look for your first XMult.

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