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:
- 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.
- 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.
- 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.
| Joker | Rarity | Why it ranks here |
|---|---|---|
![]() | BlueprintRare Rare Copies the joker to its right, so it doubles whatever your best joker already does. | |
![]() | BrainstormRare Rare Copies your leftmost joker; next to Blueprint you get three copies of one engine. | |
![]() | PerkeoLegendary Legendary Makes a Negative copy of a consumable after every shop, so Planets and Spectrals snowball without using slots. | |
![]() | TribouletLegendary Legendary Every scored King and Queen gives X2 Mult, and face-card retriggers multiply it again. | |
![]() | BaronRare Rare X1.5 Mult per King held in hand, stacking multiplicatively; Mime and Red Seals retrigger it. | |
![]() | Sock and BuskinUncommon Uncommon Retriggers every played face card, doubling Triboulet, Photograph and Smiley Face. | |
![]() | MimeUncommon Uncommon Retriggers held-in-hand abilities, which doubles Baron Kings and Steel cards. | |
![]() | HologramUncommon Uncommon Gains X0.25 Mult for every playing card added to your deck, so Standard Packs and DNA keep growing it. | |
![]() | Glass JokerUncommon Uncommon Gains X0.75 Mult per Glass card destroyed, turning breakage into permanent scaling. | |
![]() | Oops! All 6sUncommon Uncommon Doubles every listed probability: Bloodstone, Lucky cards, Glass breaks and Space Joker all improve. | |
![]() | 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 FamilyRare 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.
| Joker | Rarity | Why it ranks here |
|---|---|---|
![]() | CanioLegendary Legendary Gains X1 Mult per face card destroyed; The Hanged Man and Glass face cards grow it quickly. | |
![]() | YorickLegendary Legendary Gains X1 Mult every 23 cards discarded, so a discard-heavy run ends with a huge multiplier. | |
![]() | ChicotLegendary Legendary Disables every Boss Blind effect, removing the most common way runs die. | |
![]() | DNARare Rare Copies a one-card first hand into your deck, so you can mass-produce your best enhanced card. | |
![]() | The DuoRare Rare X2 Mult whenever the hand contains a Pair, which covers most of the hands you play. | |
![]() | The TrioRare Rare X3 Mult on any hand with Three of a Kind, including Full House and Four of a Kind. | |
![]() | The OrderRare Rare X3 Mult on any hand with a Straight; Four Fingers and Shortcut make that easy to hit. | |
![]() | The TribeRare Rare X2 Mult on any Flush, the easiest hand to build a deck around. | |
![]() | BloodstoneUncommon Uncommon Scored Hearts have a 1 in 2 chance at X1.5 Mult each; Oops! All 6s makes it certain. | |
![]() | CampfireRare Rare Gains X0.25 Mult per card sold until the Boss Blind is beaten; selling cheap cards keeps it high. | |
![]() | Card SharpUncommon Uncommon X3 Mult when you repeat a hand type in the same round, which focused builds do anyway. | |
![]() | Baseball CardRare Rare Each Uncommon joker you own gives X1.5 Mult, and many key jokers are Uncommon. | |
![]() | Ancient JokerRare Rare Scored cards of a rotating suit give X1.5 Mult each; Wild cards smooth out the rotation. | |
| Driver's License | Rare | X3 Mult once your full deck holds 16 Enhanced cards, a target Tarot-heavy runs reach mid-game. |
![]() | VampireUncommon Uncommon Gains X0.1 Mult per scoring Enhanced card but strips the enhancement, so it needs a steady Tarot supply. | |
![]() | ConstellationUncommon Uncommon Gains X0.1 Mult per Planet used, so it scales with leveling you were doing anyway. | |
![]() | 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 CatUncommon Uncommon Gains X0.25 Mult each time a Lucky card triggers; Oops! All 6s doubles the trigger rate. | |
![]() | Burnt JokerRare Rare Levels up the first discarded hand type each round, like a free Planet every round. | |
![]() | Invisible JokerRare Rare After two rounds, sell it to duplicate a random joker, best when you hold one key joker. | |
![]() | HackUncommon Uncommon Retriggers every played 2, 3, 4 and 5, doubling low-card builds and Wee Joker. | |
![]() | DuskUncommon Uncommon Retriggers all played cards on the final hand of the round, a strong finisher. | |
![]() | BlackboardUncommon Uncommon X3 Mult if every held card is a Spade or Club, reliable once the deck is thinned to dark suits. | |
![]() | Flower PotUncommon Uncommon X3 Mult when the scoring hand has all four suits; Wild cards make it consistent. | |
![]() | Seeing DoubleUncommon Uncommon X2 Mult for a scoring Club plus a scoring card of another suit, which mixed hands hit often. | |
![]() | Loyalty CardUncommon Uncommon X4 Mult on every sixth hand played, strong in long builds that play many hands. | |
![]() | 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 JokerUncommon Uncommon A 1 in 4 chance to level up the played hand, which compounds with Oops! All 6s. | |
![]() | 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.
| Joker | Rarity | Why it ranks here |
|---|---|---|
![]() | Four FingersUncommon Uncommon Flushes and Straights need only four cards, which also opens up Straight Flush builds. | |
![]() | Smeared JokerUncommon Uncommon Hearts and Diamonds count as one suit, as do Spades and Clubs, so Flushes come easily. | |
![]() | PareidoliaUncommon Uncommon Every card counts as a face card, powering Sock and Buskin, Scary Face and Photograph. | |
![]() | ShortcutUncommon Uncommon Straights can skip one rank, which makes them far easier to assemble. | |
![]() | Joker StencilUncommon Uncommon X1 Mult per empty joker slot, counting itself, so it shines in a lean lineup. | |
![]() | MadnessUncommon Uncommon Gains X0.5 Mult each Small or Big Blind but destroys a random joker, so it needs a disposable lineup. | |
![]() | RamenUncommon Uncommon Starts at X2 Mult and loses X0.01 per card discarded; play it in low-discard runs. | |
![]() | ObeliskRare Rare Gains X0.2 Mult per hand that isn't your most played hand, rewarding a rotating plan. | |
![]() | Spare TrousersUncommon Uncommon Gains +2 Mult every time you play a Two Pair hand, a steady grower for that build. | |
![]() | SupernovaCommon Common Adds Mult equal to how often you've played that hand this run, good for one-hand builds. | |
![]() | StuntmanRare Rare +250 Chips for 2 less hand size, a big chip boost in small-hand builds. | |
![]() | Hit the RoadRare Rare Gains X0.5 Mult per Jack discarded this round; it resets each round. | |
![]() | ThrowbackUncommon Uncommon Gains X0.25 Mult per blind skipped this run, rewarding aggressive tag skipping. | |
![]() | Hanging ChadCommon Common Retriggers the first scoring card two more times, great on a Glass or Lucky card. | |
![]() | PhotographCommon Common X2 Mult on the first scored face card, multiplied again by retriggers. | |
![]() | SeltzerUncommon Uncommon Retriggers all played cards for the next 10 hands, a burst to survive a hard ante. | |
![]() | Wee JokerRare Rare Gains +8 Chips per scored 2, and Hack retriggers make it grow twice as fast. | |
![]() | FibonacciUncommon Uncommon Scored Aces, 2s, 3s, 5s and 8s give +8 Mult each, which covers a lot of the deck. | |
![]() | ArrowheadUncommon Uncommon Scored Spades give +50 Chips each, a strong chip source in a Spade deck. | |
![]() | Onyx AgateUncommon Uncommon Scored Clubs give +7 Mult each, good in a Club-heavy deck. | |
![]() | Rough GemUncommon Uncommon Scored Diamonds earn $1 each, steady income in a Diamond deck. | |
![]() | Ceremonial DaggerUncommon Uncommon Destroys the joker to its right for double its sell value in permanent Mult; Riff-raff and Egg feed it. | |
![]() | Midas MaskUncommon Uncommon Turns scored face cards into Gold cards, adding income and Enhanced cards for Driver's License. | |
![]() | HikerUncommon Uncommon Every scored card permanently gains +5 Chips, slow but it never goes away. | |
![]() | BurglarUncommon Uncommon Trades all discards for +3 hands each blind, which suits Acrobat and no-discard play. | |
![]() | LuchadorUncommon Uncommon Sell it to disable the current Boss Blind, a one-time emergency escape. | |
![]() | ShowmanUncommon Uncommon Lets jokers and consumables appear again, so you can find a second copy of a key card. | |
![]() | CartomancerUncommon Uncommon Creates a Tarot every time you select a blind, steady fuel for enhancements. | |
![]() | To the MoonUncommon Uncommon An extra $1 of interest per $5 held, one of the best early economy jokers. | |
![]() | Golden JokerCommon Common A flat $4 at the end of every round, simple and reliable income. | |
![]() | RocketUncommon Uncommon Pays $1 a round and rises by $2 every Boss Blind beaten, so buy it early. | |
![]() | Cloud 9Uncommon Uncommon Earns $1 per 9 in your full deck each round, about $4 with a standard deck. | |
![]() | BullUncommon Uncommon +2 Chips per $1 you hold, so it scales with a banked economy. | |
![]() | BootstrapsUncommon Uncommon +2 Mult per $5 held, another payoff for sitting on a big bank. | |
![]() | SatelliteUncommon Uncommon Earns $1 per round for each unique Planet used this run, solid long-run income. | |
![]() | Abstract JokerCommon Common +3 Mult per joker owned, steady value in a full lineup. | |
![]() | Mr. BonesUncommon Uncommon Saves a lost round if you scored at least 25% of the target, then destroys itself. | |
![]() | 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.
| Joker | Rarity | Why it ranks here |
|---|---|---|
![]() | Half JokerCommon Common +20 Mult on hands of three or fewer cards, strong early and in Pair builds. | |
![]() | Mystic SummitCommon Common +15 Mult when no discards remain, easy to trigger if you discard first. | |
![]() | BannerCommon Common +30 Chips per remaining discard, good early if you rarely discard. | |
![]() | MisprintCommon Common A random +0 to +23 Mult each hand, fine early filler. | |
![]() | Gros MichelCommon Common +15 Mult with a 1 in 6 chance to die each round; once it dies, Cavendish can appear. | |
![]() | PopcornCommon Common +20 Mult that drops by 4 each round, good for a few rounds and then sold. | |
![]() | Ice CreamCommon Common +100 Chips that melts by 5 per hand played, early filler only. | |
![]() | Green JokerCommon Common +1 Mult per hand and -1 per discard, so it grows only in no-discard play. | |
![]() | Ride the BusCommon Common Gains +1 Mult per hand without a scoring face card and resets when one scores. | |
![]() | RunnerCommon Common Gains +15 Chips every Straight played, fine in a Straight run. | |
![]() | CastleUncommon Uncommon Gains +3 Chips per discarded card of a rotating suit, slow but permanent. | |
![]() | Red CardCommon Common Gains +3 Mult every time you skip a Booster Pack. | |
![]() | Fortune TellerCommon Common +1 Mult per Tarot used this run, a slow grower in Tarot-heavy runs. | |
![]() | SwashbucklerCommon Common Adds the sell value of your other jokers as Mult; Egg and Gift Card push it up. | |
![]() | ErosionUncommon Uncommon +4 Mult per card below your starting deck size, good in deck-thinning runs. | |
![]() | Blue JokerCommon Common +2 Chips per card left in your deck, strongest early in each round. | |
![]() | Raised FistCommon Common Adds double the rank of your lowest held card as Mult, best when you hold high cards. | |
![]() | Scary FaceCommon Common Scored face cards give +30 Chips each. | |
![]() | Smiley FaceCommon Common Scored face cards give +5 Mult each, better with Pareidolia. | |
![]() | Even StevenCommon Common Scored even-ranked cards give +4 Mult each. | |
![]() | Odd ToddCommon Common Scored odd-ranked cards, Aces included, give +31 Chips each. | |
![]() | ScholarCommon Common Scored Aces give +20 Chips and +4 Mult each. | |
![]() | Walkie TalkieCommon Common Scored 10s and 4s give +10 Chips and +4 Mult each. | |
![]() | Shoot the MoonCommon Common Each Queen held in hand gives +13 Mult, better with Mime. | |
![]() | Jolly JokerCommon Common +8 Mult on any hand with a Pair, a decent first-shop pickup. | |
![]() | Zany JokerCommon Common +12 Mult on any hand with Three of a Kind. | |
![]() | Mad JokerCommon Common +10 Mult on any hand with Two Pair. | |
![]() | Crazy JokerCommon Common +12 Mult on any hand with a Straight. | |
![]() | Droll JokerCommon Common +10 Mult on any hand with a Flush, a good early Flush starter. | |
![]() | EggCommon Common Gains $3 of sell value each round, mostly fuel for Swashbuckler or Ceremonial Dagger. | |
![]() | Gift CardUncommon Uncommon Adds $1 of sell value to every joker and consumable each round; pairs with Swashbuckler. | |
![]() | Marble JokerUncommon Uncommon Adds a Stone card each blind, which feeds Stone Joker but clogs a normal deck. | |
![]() | Stone JokerUncommon Uncommon +25 Chips per Stone card in your full deck; it needs Marble Joker or The Tower. | |
![]() | Golden TicketCommon Common Scored Gold cards earn $4 each; it needs Midas Mask or The Devil. | |
![]() | CertificateUncommon Uncommon Adds a random playing card with a seal to your hand each round. | |
![]() | Turtle BeanUncommon Uncommon +5 hand size that shrinks by 1 each round, a short burst. | |
![]() | JugglerCommon Common +1 hand size, harmless filler. | |
![]() | DrunkardCommon Common +1 discard each round, harmless filler. | |
![]() | TroubadourUncommon Uncommon +2 hand size at the cost of one hand per round. | |
![]() | Merry AndyUncommon Uncommon +3 discards each round at the cost of 1 hand size. | |
![]() | Chaos the ClownCommon Common One free reroll in every shop, a little help hunting key jokers. | |
![]() | VagabondRare Rare Creates a Tarot when you play a hand with $4 or less, which fights against saving for interest. | |
![]() | HallucinationCommon Common A 1 in 2 chance to create a Tarot whenever you open a Booster Pack. | |
![]() | 8 BallCommon Common A 1 in 4 chance per scored 8 to create a Tarot. | |
![]() | Sixth SenseUncommon Uncommon Destroys a lone 6 played as the first hand and gives you a Spectral card. | |
![]() | Riff-RaffCommon Common Creates two Common jokers each blind, filler for selling or for Ceremonial Dagger. | |
![]() | Diet ColaUncommon Uncommon Sell it for a free Double Tag. | |
![]() | Business CardCommon Common Scored face cards have a 1 in 2 chance to give $2. | |
![]() | Delayed GratificationCommon Common Pays $2 per discard if you use none all round. | |
![]() | Mail-In RebateCommon Common Pays $5 per discarded card of a rank that changes each round. | |
![]() | Trading CardUncommon Uncommon Destroys a lone first discard for $3, a way to thin your deck for cash. | |
![]() | Reserved ParkingCommon Common Each face card held in hand has a 1 in 2 chance to give $1. | |
![]() | MatadorUncommon Uncommon Pays $8 when your hand triggers the Boss Blind's ability. | |
![]() | Faceless JokerCommon Common Pays $5 when you discard three or more face cards at once. | |
![]() | SplashCommon Common Every played card scores, which helps Glass cards and per-card jokers. | |
![]() | 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.
| Joker | Rarity | Why it ranks here |
|---|---|---|
![]() | JokerCommon Common +4 Mult; every other joker outgrows it. | |
![]() | Greedy JokerCommon Common Scored Diamonds give +3 Mult each, flat Mult that fades by the mid antes. | |
![]() | Lusty JokerCommon Common Scored Hearts give +3 Mult each, flat Mult that fades by the mid antes. | |
![]() | Wrathful JokerCommon Common Scored Spades give +3 Mult each, flat Mult that fades by the mid antes. | |
![]() | Gluttonous JokerCommon Common Scored Clubs give +3 Mult each, flat Mult that fades by the mid antes. | |
![]() | Sly JokerCommon Common +50 Chips on a Pair, small flat chips that drop off quickly. | |
![]() | Wily JokerCommon Common +100 Chips on Three of a Kind, flat chips with no scaling. | |
![]() | Clever JokerCommon Common +80 Chips on Two Pair, flat chips with no scaling. | |
![]() | Devious JokerCommon Common +100 Chips on a Straight, flat chips with no scaling. | |
![]() | Crafty JokerCommon Common +80 Chips on a Flush, flat chips with no scaling. | |
![]() | Credit CardCommon Common Lets you go $20 into debt, and you earn no interest while broke. | |
![]() | SuperpositionCommon Common Creates a Tarot only on a Straight that contains an Ace, which is too narrow. | |
| Séance | Uncommon | Creates a Spectral only on a Straight Flush, which is too narrow. |
![]() | Square JokerCommon Common Gains +4 Chips per four-card hand, far too slow. | |
![]() | To Do ListCommon 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.



















































































































































