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.
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:
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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.
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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.
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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.