All 28 Balatro Boss Blinds, Ranked by Danger

Every Ante ends with a Boss Blind, and each boss has a rule that can wreck the wrong build. Balatro has 28 of them: 23 regular bosses and 5 finishers that only show up at Ante 8 and every eighth Ante after. This page lists each one with its exact effect, the earliest Ante it can appear, and a practical counter.

Some bosses only raise the score target, like The Wall at four times the base score or Violet Vessel at six times. Others attack your build directly: The Plant debuffs face cards, which means every card if you run Pareidolia, and The Needle gives you a single hand. The Hook discards two random held cards each time you play.

Jokers can change the fight. Chicot disables every boss ability, Luchador can be sold to disable one, and Matador pays $8 whenever your played hand triggers the boss ability. You can also reroll the boss with the Director's Cut voucher. For more planning, see all jokers and the skip tags.

Exact effects and a counter for every boss. Danger tiers average 17 player tier lists; your build determines which boss threatens your run.

Updated October 2026

Quick answer

Boss Blinds are the final round of each ante, adding a special rule or a higher score target, and they cannot be skipped. The most dangerous on average are The Flint, The Plant, and Violet Vessel: prepare added Chips and Mult for Flint, a way to disable or reroll Plant if you rely on face cards, and enough scoring power for Vessel's 6 times base target.

Boss Blind danger tiers

Averaged from 17 player tier lists (2025 to 2026). A is the most dangerous, D the least.

A tier

B tier

C tier

D tier

Average danger across 17 TierMaker community lists: 7 from each of the two "Balatro Boss Blinds" templates and 3 from "Balatro Boss Blinds v1.0.1 full", dated 2025 to 2026. Standard rows score S=5, A=4, B=3, C=2, D=1, F=0. Custom rows were mapped from most to least dangerous, with reversed lists corrected before averaging. Cutoffs are S at 4.5, A at 3.75, B at 2.9, C at 1.85, otherwise D. No boss reached S. The Wheel averages 16 placements because one list omitted it; every other boss has 17. These are danger ratings, and a low average does not make a boss safe for every build.

The danger tier can't see your build. BalatroBuddy can.

Tell it the boss, your hand, and your Jokers to find a play that works with the restriction.

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Facing The Psychic with a level 3 Pair build. Hand is 9♠ 9♥ K♣ Q♦ 8♣ 6♥ 4♠ 2♦, all unenhanced. Do I need to find a Flush?

BalatroBuddy: Play 9♠ 9♥ 8♣ 6♥ 4♠: five cards, still a Pair. The Psychic checks how many cards you play, so the three extra cards satisfy its rule without needing to score. Jolly Joker and Sly Joker still trigger because the hand contains a Pair, keeping your level 3 Pair scoring intact.

All 28 Boss Blinds

Grouped by effect, most dangerous first within each group. Ante numbers mark when a boss becomes eligible; finishers appear only every eighth ante.

Score and hand levels

Higher targets or weaker hand values

The Flint

Halves the played hand's base Chips and Mult, rounding each up (Ante 2+).

Counter: Bring Jokers that add Chips and Mult; their bonuses are not halved.

Tier A

The Wall

Requires 4 times the ante's base blind score (Ante 2+).

Counter: Level your main hand and add XMult before it arrives, or sell Luchador during the blind to disable it.

Tier B

The Arm

Permanently lowers each played hand type by 1 level before scoring, to a minimum of level 1 (Ante 2+).

Counter: Win in fewer hands to limit level loss, or use a backup hand if your Jokers can carry it.

Tier B

Card debuffs

Cards keep their hand type but lose scoring abilities

The Plant

Debuffs all face cards, including every card if you have Pareidolia (Ante 4+).

Counter: For a face-card build, reroll the boss if possible or bring Luchador to sell during the blind.

Tier A

The Pillar

Debuffs cards played in this ante's Small and Big Blinds.

Counter: Save your strongest cards during the Small and Big Blinds, then draw them for the boss.

Tier B

The Goad

Debuffs all Spade cards, including Wild cards and Clubs if you have Smeared Joker.

Counter: Score with Hearts or Diamonds; Smeared Joker also exposes Clubs to the debuff.

Tier C

The Head

Debuffs all Heart cards, including Wild cards and Diamonds if you have Smeared Joker.

Counter: Score with Spades or Clubs; Smeared Joker also exposes Diamonds to the debuff.

Tier C

The Club

Debuffs all Club cards, including Wild cards and Spades if you have Smeared Joker.

Counter: Score with Hearts or Diamonds; Smeared Joker also exposes Spades to the debuff.

Tier C

The Window

Debuffs all Diamond cards, including Wild cards and Hearts if you have Smeared Joker.

Counter: Score with Spades or Clubs; Smeared Joker also exposes Hearts to the debuff.

Tier C

Hand rules

Fewer options or restrictions on what scores

The Water

Sets your discards to 0 at the start of the round (Ante 2+).

Counter: Use spare hands to cycle unwanted cards; Burglar adds hands without costing usable discards here.

Tier A

The Needle

Sets your hands to 1 at the start of the round and requires 1 times the ante's base blind score (Ante 2+).

Counter: Use your discards to build your best hand before playing the only one you get.

Tier B

The Eye

Repeated hand types score nothing for the rest of the round (Ante 3+).

Counter: Keep a second hand type ready; a repeated hand type scores nothing.

Tier B

The Mouth

Only the hand type played first can score for the rest of the round (Ante 2+).

Counter: Discard into your main hand before playing; a throwaway High Card locks you into High Card.

Tier B

The Manacle

Reduces hand size by 1 for the round.

Counter: Add hand size with Juggler or Troubadour, or use a hand type that needs fewer cards.

Tier B

The Psychic

Hands score nothing unless you play exactly 5 cards, even if fewer cards score.

Counter: Add spare cards to reach five without changing your intended hand type.

Tier C

Hidden or random cards

Changed draws and cards you cannot count on keeping

The Hook

Discards 2 random cards held in hand whenever you play a hand.

Counter: Play your strongest hand first; held Steel cards and Kings can be discarded before they help.

Tier B

The Fish

Draws replacement cards face down after each hand played, but face up after discards (Ante 2+).

Counter: Discard face-down cards to draw visible replacements.

Tier B

The House

Draws your opening hand face down (Ante 2+).

Counter: Use discards to replace hidden cards with visible ones before committing a scoring hand.

Tier C

The Mark

Draws all face cards face down, including every card if you have Pareidolia (Ante 2+).

Counter: Build from visible Aces and number cards; sell Pareidolia if you need to see your draws.

Tier C

The Wheel

Each drawn card has a base 1 in 7 chance to be face down (Ante 2+).

Counter: Build around visible cards and discard hidden ones if they block your hand.

Tier C

The Serpent

Draws 3 cards after each play or discard, regardless of how many cards you used (Ante 5+).

Counter: Discard one card to draw three and grow your hand; this boss often helps.

Tier D

Money

Protect your cash while meeting the score target

The Ox

Sets money to $0 whenever you play the hand type that was most played at the start of this ante (Ante 6+).

Counter: Use another scoring hand, or spend cash before the boss if your main hand is unavoidable.

Tier B

The Tooth

Costs $1 per card played, including unscored cards, and can push you into debt (Ante 3+).

Counter: Play only the cards you need to win; extra cards also cost money.

Tier C

Finishers (Ante 8)

Also return every 8th ante in Endless Mode

Violet Vessel

Requires 6 times the ante's base blind score, only at Ante 8 and every 8th ante after.

Counter: Build scoring power before the final shop, or sell Luchador during the blind to lower the target.

Tier A

Crimson Heart

Disables 1 random Joker each hand, choosing a different one if possible, only at Ante 8 and every 8th ante after.

Counter: Keep spare active Jokers to spread the risk, and check which scoring Joker is disabled before playing.

Tier A

Cerulean Bell

Forces 1 random card to stay selected until played or discarded, then selects another, only at Ante 8 and every 8th ante after.

Counter: Fit the forced card around a small hand like Pair, or discard it and work with the next selection.

Tier B

Verdant Leaf

Debuffs all playing cards until you sell 1 Joker during the blind, only at Ante 8 and every 8th ante after.

Counter: Bring an expendable Joker without an Eternal sticker and sell it after entering the blind.

Tier B

Amber Acorn

Flips all Jokers face down and shuffles them, only at Ante 8 and every 8th ante after.

Counter: Slow the game, identify Jokers by their triggers, and move them back into scoring order.

Tier C

Is the next boss a problem for your build?

Describe your Jokers and the upcoming boss. BalatroBuddy helps you prepare before the round starts.

Boss Blind questions

What is the hardest Boss Blind in Balatro?

The Flint, The Plant, and Violet Vessel lead the average danger ratings from 17 player tier lists. The Plant is especially dangerous for face-card builds, while The Flint cuts base hand scoring and Violet Vessel raises the score target to 6 times base.

Can you skip a Boss Blind?

No, Boss Blinds must be beaten to advance to the next ante. A Boss Tag or a reroll voucher can change which boss you face, while Luchador and Chicot can disable boss abilities.

Which Boss Blinds appear at Ante 8?

Amber Acorn, Verdant Leaf, Violet Vessel, Crimson Heart, and Cerulean Bell form the finisher pool. One appears at Ante 8 and every 8th ante after that in Endless Mode, including Ante 16 and Ante 24.

Can you play a Pair against The Psychic?

Yes, play the Pair with three extra cards so that five cards are selected. The extra cards do not need to score, but avoid accidentally making a different hand type if your build relies on Pair.

How do you beat The Plant with face-card Jokers?

Prepare a boss reroll or a way to disable the ability, such as selling Luchador after entering the blind. Photograph and Baron cannot get value from debuffed face cards, so without a counter you need enough scoring from other sources. Pareidolia makes every card a face card and therefore debuffed.

  • Jokers: Find scoring support and ways to disable boss abilities.
  • Vouchers: Boss rerolls, extra hands, and more room to draw.
  • Ante Scores: The score each Boss Blind asks for, ante by ante.