Balatro Joker Tier List (2026)

BalatroBuddy is an unofficial fan site, not affiliated with LocalThunk or Playstack. This ranking is our opinion for Balatro 1.0.1.

All 150 jokers, ranked from S to D, each with a one-line reason. Every name links to its full joker page with the exact effect, cost and synergies. This is BalatroBuddy's opinionated ranking for general runs: an average deck on White through Gold Stake, without a fixed plan in advance. A joker's tier is where we'd expect it to land across many runs. In the right build, a B-tier joker can be the best card you own.

How we rank jokers

Every joker is graded on the same three questions, in this order:

  1. How hard does it scale? Balatro scores are Chips times Mult, and blind targets grow fast: the Ante 8 Boss Blind on White Stake needs 100,000 points. Jokers that multiply Mult (the "X" jokers) or keep growing all run beat flat +Mult or +Chips bonuses, which stop mattering by the mid antes. Our ante score table has the exact numbers.
  2. How often does it fire? A joker that triggers on almost every hand ranks above one that waits for a rare hand, suit or event.
  3. How much does it need? A joker that's good on its own ranks above one that only works with a specific partner or deck. Enablers such as Four Fingers and Pareidolia are graded by how often they turn a run on, not by the score they add alone.

Rarity, price and unlock difficulty don't affect the tier. The 12 S-tier picks match the S-tier grades on our individual joker pages, which use the same rubric. Locked jokers are ranked here too; our unlock guide explains how to get each one.

S tier: 12 jokers

Multiplicative or uncapped, fires nearly every hand, and either works in any deck or anchors a top build.

JokerRarityWhy it ranks here
Blueprint
Rare
Copies the joker to its right, so it doubles whatever your best joker already does.
Brainstorm
Rare
Copies your leftmost joker; next to Blueprint you get three copies of one engine.
Perkeo
PerkeoLegendary
Legendary
Makes a Negative copy of a consumable after every shop, so Planets and Spectrals snowball without using slots.
Triboulet
TribouletLegendary
Legendary
Every scored King and Queen gives X2 Mult, and face-card retriggers multiply it again.
Baron
BaronRare
Rare
X1.5 Mult per King held in hand, stacking multiplicatively; Mime and Red Seals retrigger it.
Sock and Buskin
Uncommon
Retriggers every played face card, doubling Triboulet, Photograph and Smiley Face.
Mime
MimeUncommon
Uncommon
Retriggers held-in-hand abilities, which doubles Baron Kings and Steel cards.
Hologram
HologramUncommon
Uncommon
Gains X0.25 Mult for every playing card added to your deck, so Standard Packs and DNA keep growing it.
Glass Joker
Glass JokerUncommon
Uncommon
Gains X0.75 Mult per Glass card destroyed, turning breakage into permanent scaling.
Oops! All 6s
Oops! All 6sUncommon
Uncommon
Doubles every listed probability: Bloodstone, Lucky cards, Glass breaks and Space Joker all improve.
Cavendish
CavendishCommon
Common
A flat X3 Mult with only a 1 in 1000 chance to break each round. It shows up after Gros Michel dies.
The Family
Rare
X4 Mult on any hand containing Four of a Kind, the biggest of the hand-type multipliers.

A tier: 29 jokers

Strong and often run-defining, but capped, conditional, or reliant on a specific enabler.

JokerRarityWhy it ranks here
Canio
CanioLegendary
Legendary
Gains X1 Mult per face card destroyed; The Hanged Man and Glass face cards grow it quickly.
Yorick
YorickLegendary
Legendary
Gains X1 Mult every 23 cards discarded, so a discard-heavy run ends with a huge multiplier.
Chicot
ChicotLegendary
Legendary
Disables every Boss Blind effect, removing the most common way runs die.
DNA
DNARare
Rare
Copies a one-card first hand into your deck, so you can mass-produce your best enhanced card.
The Duo
Rare
X2 Mult whenever the hand contains a Pair, which covers most of the hands you play.
The Trio
Rare
X3 Mult on any hand with Three of a Kind, including Full House and Four of a Kind.
The Order
Rare
X3 Mult on any hand with a Straight; Four Fingers and Shortcut make that easy to hit.
The Tribe
Rare
X2 Mult on any Flush, the easiest hand to build a deck around.
Bloodstone
BloodstoneUncommon
Uncommon
Scored Hearts have a 1 in 2 chance at X1.5 Mult each; Oops! All 6s makes it certain.
Campfire
Rare
Gains X0.25 Mult per card sold until the Boss Blind is beaten; selling cheap cards keeps it high.
Card Sharp
Card SharpUncommon
Uncommon
X3 Mult when you repeat a hand type in the same round, which focused builds do anyway.
Baseball Card
Rare
Each Uncommon joker you own gives X1.5 Mult, and many key jokers are Uncommon.
Ancient Joker
Rare
Scored cards of a rotating suit give X1.5 Mult each; Wild cards smooth out the rotation.
Driver's LicenseRareX3 Mult once your full deck holds 16 Enhanced cards, a target Tarot-heavy runs reach mid-game.
Vampire
VampireUncommon
Uncommon
Gains X0.1 Mult per scoring Enhanced card but strips the enhancement, so it needs a steady Tarot supply.
Constellation
Uncommon
Gains X0.1 Mult per Planet used, so it scales with leveling you were doing anyway.
Steel Joker
Steel JokerUncommon
Uncommon
X0.2 Mult per Steel card in your full deck, on top of each held Steel card's own X1.5.
Lucky Cat
Lucky CatUncommon
Uncommon
Gains X0.25 Mult each time a Lucky card triggers; Oops! All 6s doubles the trigger rate.
Burnt Joker
Rare
Levels up the first discarded hand type each round, like a free Planet every round.
Invisible Joker
Rare
After two rounds, sell it to duplicate a random joker, best when you hold one key joker.
Hack
HackUncommon
Uncommon
Retriggers every played 2, 3, 4 and 5, doubling low-card builds and Wee Joker.
Dusk
DuskUncommon
Uncommon
Retriggers all played cards on the final hand of the round, a strong finisher.
Blackboard
BlackboardUncommon
Uncommon
X3 Mult if every held card is a Spade or Club, reliable once the deck is thinned to dark suits.
Flower Pot
Flower PotUncommon
Uncommon
X3 Mult when the scoring hand has all four suits; Wild cards make it consistent.
Seeing Double
Uncommon
X2 Mult for a scoring Club plus a scoring card of another suit, which mixed hands hit often.
Loyalty Card
Loyalty CardUncommon
Uncommon
X4 Mult on every sixth hand played, strong in long builds that play many hands.
The Idol
The IdolUncommon
Uncommon
Scored cards of a rotating rank and suit give X2 Mult each, best in decks with many copies of one card.
Space Joker
Space JokerUncommon
Uncommon
A 1 in 4 chance to level up the played hand, which compounds with Oops! All 6s.
Acrobat
AcrobatUncommon
Uncommon
X3 Mult on the final hand of the round; Burglar's extra hands give you more swings at it.

B tier: 38 jokers

Solid value in the right build or the right ante, but not the keystone of a run.

JokerRarityWhy it ranks here
Four Fingers
Four FingersUncommon
Uncommon
Flushes and Straights need only four cards, which also opens up Straight Flush builds.
Smeared Joker
Uncommon
Hearts and Diamonds count as one suit, as do Spades and Clubs, so Flushes come easily.
Pareidolia
PareidoliaUncommon
Uncommon
Every card counts as a face card, powering Sock and Buskin, Scary Face and Photograph.
Shortcut
ShortcutUncommon
Uncommon
Straights can skip one rank, which makes them far easier to assemble.
Joker Stencil
Uncommon
X1 Mult per empty joker slot, counting itself, so it shines in a lean lineup.
Madness
MadnessUncommon
Uncommon
Gains X0.5 Mult each Small or Big Blind but destroys a random joker, so it needs a disposable lineup.
Ramen
RamenUncommon
Uncommon
Starts at X2 Mult and loses X0.01 per card discarded; play it in low-discard runs.
Obelisk
Rare
Gains X0.2 Mult per hand that isn't your most played hand, rewarding a rotating plan.
Spare Trousers
Uncommon
Gains +2 Mult every time you play a Two Pair hand, a steady grower for that build.
Supernova
SupernovaCommon
Common
Adds Mult equal to how often you've played that hand this run, good for one-hand builds.
Stuntman
Rare
+250 Chips for 2 less hand size, a big chip boost in small-hand builds.
Hit the Road
Rare
Gains X0.5 Mult per Jack discarded this round; it resets each round.
Throwback
ThrowbackUncommon
Uncommon
Gains X0.25 Mult per blind skipped this run, rewarding aggressive tag skipping.
Hanging Chad
Common
Retriggers the first scoring card two more times, great on a Glass or Lucky card.
Photograph
Common
X2 Mult on the first scored face card, multiplied again by retriggers.
Seltzer
SeltzerUncommon
Uncommon
Retriggers all played cards for the next 10 hands, a burst to survive a hard ante.
Wee Joker
Rare
Gains +8 Chips per scored 2, and Hack retriggers make it grow twice as fast.
Fibonacci
FibonacciUncommon
Uncommon
Scored Aces, 2s, 3s, 5s and 8s give +8 Mult each, which covers a lot of the deck.
Arrowhead
ArrowheadUncommon
Uncommon
Scored Spades give +50 Chips each, a strong chip source in a Spade deck.
Onyx Agate
Onyx AgateUncommon
Uncommon
Scored Clubs give +7 Mult each, good in a Club-heavy deck.
Rough Gem
Rough GemUncommon
Uncommon
Scored Diamonds earn $1 each, steady income in a Diamond deck.
Ceremonial Dagger
Uncommon
Destroys the joker to its right for double its sell value in permanent Mult; Riff-raff and Egg feed it.
Midas Mask
Midas MaskUncommon
Uncommon
Turns scored face cards into Gold cards, adding income and Enhanced cards for Driver's License.
Hiker
HikerUncommon
Uncommon
Every scored card permanently gains +5 Chips, slow but it never goes away.
Burglar
BurglarUncommon
Uncommon
Trades all discards for +3 hands each blind, which suits Acrobat and no-discard play.
Luchador
LuchadorUncommon
Uncommon
Sell it to disable the current Boss Blind, a one-time emergency escape.
Showman
ShowmanUncommon
Uncommon
Lets jokers and consumables appear again, so you can find a second copy of a key card.
Cartomancer
CartomancerUncommon
Uncommon
Creates a Tarot every time you select a blind, steady fuel for enhancements.
To the Moon
To the MoonUncommon
Uncommon
An extra $1 of interest per $5 held, one of the best early economy jokers.
Golden Joker
Common
A flat $4 at the end of every round, simple and reliable income.
Rocket
RocketUncommon
Uncommon
Pays $1 a round and rises by $2 every Boss Blind beaten, so buy it early.
Cloud 9
Cloud 9Uncommon
Uncommon
Earns $1 per 9 in your full deck each round, about $4 with a standard deck.
Bull
BullUncommon
Uncommon
+2 Chips per $1 you hold, so it scales with a banked economy.
Bootstraps
BootstrapsUncommon
Uncommon
+2 Mult per $5 held, another payoff for sitting on a big bank.
Satellite
SatelliteUncommon
Uncommon
Earns $1 per round for each unique Planet used this run, solid long-run income.
Abstract Joker
Common
+3 Mult per joker owned, steady value in a full lineup.
Mr. Bones
Mr. BonesUncommon
Uncommon
Saves a lost round if you scored at least 25% of the target, then destroys itself.
Astronomer
AstronomerUncommon
Uncommon
Makes Planets and Celestial Packs in the shop free, great when you level one hand hard.

C tier: 56 jokers

Playable filler. Fine early, then sold or replaced by mid-run.

JokerRarityWhy it ranks here
Half Joker
Common
+20 Mult on hands of three or fewer cards, strong early and in Pair builds.
Mystic Summit
Common
+15 Mult when no discards remain, easy to trigger if you discard first.
Banner
BannerCommon
Common
+30 Chips per remaining discard, good early if you rarely discard.
Misprint
MisprintCommon
Common
A random +0 to +23 Mult each hand, fine early filler.
Gros Michel
Common
+15 Mult with a 1 in 6 chance to die each round; once it dies, Cavendish can appear.
Popcorn
PopcornCommon
Common
+20 Mult that drops by 4 each round, good for a few rounds and then sold.
Ice Cream
Ice CreamCommon
Common
+100 Chips that melts by 5 per hand played, early filler only.
Green Joker
Common
+1 Mult per hand and -1 per discard, so it grows only in no-discard play.
Ride the Bus
Common
Gains +1 Mult per hand without a scoring face card and resets when one scores.
Runner
RunnerCommon
Common
Gains +15 Chips every Straight played, fine in a Straight run.
Castle
CastleUncommon
Uncommon
Gains +3 Chips per discarded card of a rotating suit, slow but permanent.
Red Card
Red CardCommon
Common
Gains +3 Mult every time you skip a Booster Pack.
Fortune Teller
Common
+1 Mult per Tarot used this run, a slow grower in Tarot-heavy runs.
Swashbuckler
Common
Adds the sell value of your other jokers as Mult; Egg and Gift Card push it up.
Erosion
ErosionUncommon
Uncommon
+4 Mult per card below your starting deck size, good in deck-thinning runs.
Blue Joker
Common
+2 Chips per card left in your deck, strongest early in each round.
Raised Fist
Common
Adds double the rank of your lowest held card as Mult, best when you hold high cards.
Scary Face
Common
Scored face cards give +30 Chips each.
Smiley Face
Common
Scored face cards give +5 Mult each, better with Pareidolia.
Even Steven
Common
Scored even-ranked cards give +4 Mult each.
Odd Todd
Odd ToddCommon
Common
Scored odd-ranked cards, Aces included, give +31 Chips each.
Scholar
ScholarCommon
Common
Scored Aces give +20 Chips and +4 Mult each.
Walkie Talkie
Common
Scored 10s and 4s give +10 Chips and +4 Mult each.
Shoot the Moon
Common
Each Queen held in hand gives +13 Mult, better with Mime.
Jolly Joker
Common
+8 Mult on any hand with a Pair, a decent first-shop pickup.
Zany Joker
Common
+12 Mult on any hand with Three of a Kind.
Mad Joker
Mad JokerCommon
Common
+10 Mult on any hand with Two Pair.
Crazy Joker
Common
+12 Mult on any hand with a Straight.
Droll Joker
Common
+10 Mult on any hand with a Flush, a good early Flush starter.
Egg
EggCommon
Common
Gains $3 of sell value each round, mostly fuel for Swashbuckler or Ceremonial Dagger.
Gift Card
Gift CardUncommon
Uncommon
Adds $1 of sell value to every joker and consumable each round; pairs with Swashbuckler.
Marble Joker
Marble JokerUncommon
Uncommon
Adds a Stone card each blind, which feeds Stone Joker but clogs a normal deck.
Stone Joker
Stone JokerUncommon
Uncommon
+25 Chips per Stone card in your full deck; it needs Marble Joker or The Tower.
Golden Ticket
Common
Scored Gold cards earn $4 each; it needs Midas Mask or The Devil.
Certificate
CertificateUncommon
Uncommon
Adds a random playing card with a seal to your hand each round.
Turtle Bean
Turtle BeanUncommon
Uncommon
+5 hand size that shrinks by 1 each round, a short burst.
Juggler
JugglerCommon
Common
+1 hand size, harmless filler.
Drunkard
DrunkardCommon
Common
+1 discard each round, harmless filler.
Troubadour
TroubadourUncommon
Uncommon
+2 hand size at the cost of one hand per round.
Merry Andy
Merry AndyUncommon
Uncommon
+3 discards each round at the cost of 1 hand size.
Chaos the Clown
Common
One free reroll in every shop, a little help hunting key jokers.
Vagabond
Rare
Creates a Tarot when you play a hand with $4 or less, which fights against saving for interest.
Hallucination
Common
A 1 in 2 chance to create a Tarot whenever you open a Booster Pack.
8 Ball
8 BallCommon
Common
A 1 in 4 chance per scored 8 to create a Tarot.
Sixth Sense
Sixth SenseUncommon
Uncommon
Destroys a lone 6 played as the first hand and gives you a Spectral card.
Riff-Raff
Riff-RaffCommon
Common
Creates two Common jokers each blind, filler for selling or for Ceremonial Dagger.
Diet Cola
Diet ColaUncommon
Uncommon
Sell it for a free Double Tag.
Business Card
Common
Scored face cards have a 1 in 2 chance to give $2.
Delayed Gratification
Common
Pays $2 per discard if you use none all round.
Mail-In Rebate
Common
Pays $5 per discarded card of a rank that changes each round.
Trading Card
Trading CardUncommon
Uncommon
Destroys a lone first discard for $3, a way to thin your deck for cash.
Reserved Parking
Common
Each face card held in hand has a 1 in 2 chance to give $1.
Matador
MatadorUncommon
Uncommon
Pays $8 when your hand triggers the Boss Blind's ability.
Faceless Joker
Common
Pays $5 when you discard three or more face cards at once.
Splash
SplashCommon
Common
Every played card scores, which helps Glass cards and per-card jokers.
Flash Card
Flash CardUncommon
Uncommon
Gains +2 Mult per shop reroll, fine in reroll-heavy runs.

D tier: 15 jokers

Rarely worth a slot. Take it only for money, sell value, or a very narrow plan.

JokerRarityWhy it ranks here
Joker
JokerCommon
Common
+4 Mult; every other joker outgrows it.
Greedy Joker
Common
Scored Diamonds give +3 Mult each, flat Mult that fades by the mid antes.
Lusty Joker
Common
Scored Hearts give +3 Mult each, flat Mult that fades by the mid antes.
Wrathful Joker
Common
Scored Spades give +3 Mult each, flat Mult that fades by the mid antes.
Gluttonous Joker
Common
Scored Clubs give +3 Mult each, flat Mult that fades by the mid antes.
Sly Joker
Sly JokerCommon
Common
+50 Chips on a Pair, small flat chips that drop off quickly.
Wily Joker
Common
+100 Chips on Three of a Kind, flat chips with no scaling.
Clever Joker
Common
+80 Chips on Two Pair, flat chips with no scaling.
Devious Joker
Common
+100 Chips on a Straight, flat chips with no scaling.
Crafty Joker
Common
+80 Chips on a Flush, flat chips with no scaling.
Credit Card
Common
Lets you go $20 into debt, and you earn no interest while broke.
Superposition
Common
Creates a Tarot only on a Straight that contains an Ace, which is too narrow.
SéanceUncommonCreates a Spectral only on a Straight Flush, which is too narrow.
Square Joker
Common
Gains +4 Chips per four-card hand, far too slow.
To Do List
Common
Pays $4 for one random hand type each round, unreliable money.

How to use this list in a run

  • Early (Antes 1 and 2): buy C-tier Mult such as Jolly Joker or Half Joker to clear the first blinds, plus one money joker if you can. Don't hold out for S tier in the first shop.
  • Mid-run (Antes 3 to 5): start replacing flat jokers with A- and S-tier multipliers. Selling a C-tier joker to make room for an "X Mult" joker is usually right.
  • Placement matters: jokers trigger left to right, so put +Mult jokers before X Mult jokers. Blueprint copies the joker on its right, and Brainstorm copies your leftmost joker.
  • Build around one hand: most winning runs level one poker hand with Planet cards and pick jokers that reward it. Use the joker database to filter for synergies.
  • Watch the stickers on higher stakes: an Eternal joker can't be sold. Check the stake pages before buying a joker you might want to replace.

Want to see these jokers early? Our checked seeds list runs where a Legendary joker shows up in the first antes.

BalatroBuddy's optional AI coach (paid) can review a run; everything in this guide is free.

Questions

What is the best joker in Balatro?

In our ranking, Blueprint is the best all-round joker because it copies the joker to its right, so it doubles whatever your strongest joker already does. Brainstorm, Perkeo, Triboulet and Baron are close behind. The best joker for a given run still depends on your deck and the hand you are building.

How is this Balatro tier list ranked?

Each joker is graded against one rubric: how much it multiplies your score, how often it fires, and how much setup it needs. Multiplicative jokers that work in most runs rank highest; flat bonuses that fall off by the mid antes rank lowest. It is BalatroBuddy's opinion for general runs, not an official ranking.

Are Legendary jokers always S tier?

No. All five Legendaries are strong, but we put Perkeo and Triboulet in S tier and Canio, Yorick and Chicot in A tier, because those three need setup or mostly protect a run rather than scoring it.

Does this tier list apply to Gold Stake?

Mostly. On higher stakes, Eternal, Perishable and Rental stickers can make a joker worse to buy, and economy jokers matter more because Gold Stake blinds scale faster. See our Gold Stake guide for stake-specific advice.

Which version of Balatro is this tier list for?

Patch 1.0.1. Joker effects were checked against that version. Balatro 1.1 is announced but not released, so this list will be revisited when it ships.