Balatro - Jokers

The Joker cards that define a Balatro run. Five Joker slots sit above the play area during a hand, and every Joker either adds Chips or Mult, multiplies Mult, retriggers cards, generates money or consumables, or copies another Joker outright. Rarity runs from Common through Uncommon and Rare to the...
of 60 entries · updated 2026-09-15

Common Jokers

The cheap workhorses sold for $4 to $6. Most add a flat amount of Mult or Chips under a simple condition, and they carry early runs while the pool is still small.

Name Type Description Stats Source
Joker Common The baseline Joker and the cheapest source of Mult in the game. Rarity: Common Cost: $4 Effect: +4 Mult Shop, Booster packs, Riff-Raff
Greedy Joker Common Rewards suit-stacking. Every played Diamond adds Mult, so it scales with how many Diamonds a hand can hold and pairs naturally with suit-conversion effects such as Sigil or the Checkered deck. Rarity: Common Cost: $5 Effect: +3 Mult per played Diamond Shop, Booster packs
Lusty Joker Common The Hearts counterpart of the Greedy Joker. Rarity: Common Cost: $5 Effect: +3 Mult per played Heart Shop, Booster packs
Wrathful Joker Common The Spades version of the suit-scaling Jokers, adding Mult for every played Spade. Rarity: Common Cost: $5 Effect: +3 Mult per played Spade Shop, Booster packs
Gluttonous Joker Common Adds Mult for each played Club. The four suit Jokers are deliberately weak on their own and strong in multiples, which is the clearest early lesson in how Balatro rewards stacking one narrow condition. Rarity: Common Cost: $5 Effect: +3 Mult per played Club Shop, Booster packs
Jolly Joker Common A hand-type reward that pays out whenever the played hand contains a Pair. Rarity: Common Cost: $4 Effect: +8 Mult if the hand contains a Pair Shop, Booster packs
Zany Joker Common Pays out on Three of a Kind, a hand that most decks can hit reliably once a few cards have been enhanced or duplicated. Rarity: Common Cost: $4 Effect: +12 Mult if the hand contains Three of a Kind Shop, Booster packs
Mad Joker Common Rewards Two Pair with flat Mult, the middling pick of the hand-type family. Rarity: Common Cost: $4 Effect: +10 Mult if the hand contains Two Pair Shop, Booster packs
Crazy Joker Common Gives a large flat Mult bonus whenever the played hand is a Straight. Rarity: Common Cost: $4 Effect: +12 Mult if the hand contains a Straight Shop, Booster packs
Half Joker Common The signature small-hand Joker, adding a large chunk of Mult when no more than three cards are played. Rarity: Common Cost: $5 Effect: +20 Mult if the played hand has 3 or fewer cards Shop, Booster packs
Abstract Joker Common Scales with the Joker line itself, adding Mult for every Joker held. Rarity: Common Cost: $4 Effect: +3 Mult per Joker held Shop, Booster packs
Banner Common Converts unused discards into Chips, paying per discard still available when the hand is scored. Rarity: Common Cost: $5 Effect: +30 Chips per remaining discard Shop, Booster packs
Mystic Summit Common Pays a flat Mult bonus once every discard has been spent, which turns the last hand of a round into the strongest one. Rarity: Common Cost: $5 Effect: +15 Mult when 0 discards remain Shop, Booster packs
Misprint Common The gambler's Joker: it rolls a random Mult value on every hand, from nothing up to the low twenties. Rarity: Common Cost: $4 Effect: +0 to +23 Mult, randomised each hand Shop, Booster packs
Even Steven Common Adds Mult for every played even-ranked card, which makes it a natural partner for decks built around 2, 4, 6, 8 and 10 through card conversion or the Erratic deck. Rarity: Common Cost: $4 Effect: +4 Mult per played even card Shop, Booster packs
Odd Todd Common The Chips counterpart, paying per played odd-ranked card. Rarity: Common Cost: $4 Effect: +31 Chips per played odd card Shop, Booster packs
Scholar Common Turns every played Ace into both Chips and Mult, making it a compact all-in-one bonus for Ace-stacked decks such as a Four of a Kind build with duplicated Aces. Rarity: Common Cost: $4 Effect: +20 Chips and +4 Mult per played Ace Shop, Booster packs
Scary Face Common Adds Chips for each played face card, the Chips-side twin of the suit and rank Jokers. Rarity: Common Cost: $4 Effect: +30 Chips per played face card Shop, Booster packs
Golden Joker Common A pure economy Joker that pays money at the end of every round. Rarity: Common Cost: $6 Effect: Earn $4 at end of round Shop, Booster packs
Blue Joker Common Turns deck size into Chips, paying for every card still in the deck. Rarity: Common Cost: $5 Effect: +2 Chips per remaining card in deck Shop, Booster packs
Bull Common Converts the money economy directly into Chips, paying for every dollar held at the moment of scoring. Rarity: Common Cost: $6 Effect: +2 Chips per $1 held Shop, Booster packs
Egg Common An investment Joker that raises its own sell value every round, cashing out into a large lump sum whenever it is finally sold. Rarity: Common Cost: $4 Effect: Gains $3 sell value at end of each round Shop, Booster packs
Ride the Bus Common Builds Mult across a round as long as no face card is played, rewarding discipline over greed. Rarity: Common Cost: $6 Effect: +1 Mult per consecutive hand without a scoring face card Shop, Booster packs
Supernova Common Adds Mult equal to the number of times the played poker hand has been played this run, which quietly makes repetition the strategy. Rarity: Common Cost: $5 Effect: Adds the number of times this poker hand has been played this run to Mult Shop, Booster packs
Square Joker Common A precision Joker that pays Chips only when exactly four cards are played. Rarity: Common Cost: $4 Effect: +4 Chips if the played hand has exactly 4 cards Shop, Booster packs
Photograph Common Doubles the Mult contributed by the first played face card, which turns one strong face card into a huge multiplier. Rarity: Common Cost: $5 Effect: First played face card gives X2 Mult Shop, Booster packs

Uncommon Jokers

Mid-tier Jokers sold for $6 to $7 that change how a run is built rather than simply adding numbers: scaling multipliers, card generation, discard manipulation and economy engines.

Name Type Description Stats Source
Hologram Uncommon Scales every time a playing card is added to the deck, which makes every Booster pack purchase a scoring upgrade as well as a deck change. Rarity: Uncommon Cost: $7 Effect: X0.25 Mult per playing card added to deck Shop, Booster packs
Card Sharp Uncommon Triples Mult for any poker hand already played this round, which rewards playing the same hand twice instead of diversifying. Rarity: Uncommon Cost: $6 Effect: X3 Mult if the poker hand has already been played this round Shop, Booster packs
Constellation Uncommon Grows whenever a Planet card is used, tying the consumable economy to permanent scoring power. Rarity: Uncommon Cost: $6 Effect: X0.1 Mult per Planet card used Shop, Booster packs
Vampire Uncommon Consumes enhancements for permanent scaling multiplier, stripping the bonus off each played enhanced card while gaining Mult. Rarity: Uncommon Cost: $7 Effect: X0.1 Mult per played enhanced card, removes that card's enhancement Shop, Booster packs
Midas Mask Uncommon Turns every played face card into Gold, converting a face-card build into an income engine. Rarity: Uncommon Cost: $7 Effect: Played face cards become Gold cards Shop, Booster packs
Sock and Buskin Uncommon Retriggers every played face card, meaning each enhancement, seal and on-score effect on those cards fires twice. Rarity: Uncommon Cost: $6 Effect: Retrigger all played face cards Shop, Booster packs
Mr. Bones Uncommon An emergency exit: it prevents a lost run once the score reaches a quarter of the requirement, and destroys itself doing so. Rarity: Uncommon Cost: $5 Effect: Prevents death when score reaches 25 percent of the requirement, then self-destructs Shop, Booster packs
Troubadour Uncommon Trades one hand per round for two extra cards in hand, which suits builds that only need one huge hand rather than several decent ones. Rarity: Uncommon Cost: $6 Effect: +2 hand size, -1 hand per round Shop, Booster packs
Burglar Uncommon Adds hands while removing every discard, converting a discard economy into raw attempts. Rarity: Uncommon Cost: $6 Effect: +3 hands, lose all discards Shop, Booster packs
Cartomancer Uncommon Generates a free Tarot card every time a Blind is selected, which compounds into permanent card enhancement over a full run. Rarity: Uncommon Cost: $6 Effect: Create a Tarot card when a Blind is selected Shop, Booster packs
Riff-Raff Common Fills empty Joker slots with Common Jokers when a Blind is selected, which is a free line-filler in the first Antes and a source of sell value later. Rarity: Common Cost: $6 Effect: Create 2 Common Jokers when a Blind is selected Shop, Booster packs
To the Moon Uncommon Raises the interest cap by one dollar per five dollars held, making a banking strategy pay far more per round. Rarity: Uncommon Cost: $5 Effect: +$1 extra interest per $5 held Shop, Booster packs
Rocket Uncommon A compounding economy Joker that pays out every round and raises its own payout each time a Boss Blind is beaten. Rarity: Uncommon Cost: $6 Effect: Earn $1 at end of round, payout increases by $2 per Boss Blind defeated Shop, Booster packs
Golden Ticket Uncommon Pays out every time a played Gold card scores, which is why Gold conversion effects such as Midas Mask and The Devil are so valuable. Rarity: Uncommon Cost: $5 Effect: Played Gold cards earn $4 each Shop, Booster packs
Steel Joker Uncommon Grants a multiplier for every Steel card in the full deck, which rewards converting the deck with The Chariot and then holding Steel cards in hand for Baron-style bonuses simultaneously. Rarity: Uncommon Cost: $7 Effect: X0.2 Mult per Steel card in the full deck Shop, Booster packs
Stone Joker Uncommon Adds Chips for every Stone card in the full deck. Rarity: Uncommon Cost: $6 Effect: +25 Chips per Stone card in the full deck Shop, Booster packs

Rare Jokers

The high-impact tier sold for $7 to $10. These are the multipliers and copies that end runs: X Mult scalers, Blueprint-style copies and the hand-type multipliers.

Name Type Description Stats Source
Blueprint Rare Copies the ability of the Joker immediately to its right, which makes it the most valuable positioning tool in the game. Rarity: Rare Cost: $10 Effect: Copies the ability of the Joker to the right Shop, Booster packs
Brainstorm Rare Copies the leftmost Joker, which is the same effect as Blueprint but anchored to a fixed position. Rarity: Rare Cost: $10 Effect: Copies the ability of the leftmost Joker Shop, Booster packs
Baron Rare Multiplies Mult for every King held in hand rather than played, which inverts the usual logic: the best hand is the one that leaves Kings unplayed. Rarity: Rare Cost: $8 Effect: Each King held in hand gives X1.5 Mult Shop, Booster packs
Baseball Card Rare Gives a multiplier for every Uncommon Joker held, turning the mid tier into a scaling engine of its own. Rarity: Rare Cost: $8 Effect: Each Uncommon Joker gives X1.5 Mult Shop, Booster packs
Ancient Joker Rare Picks a random suit each round and multiplies Mult for every played card of that suit, which rewards suit conversion and a hand full of one suit. Rarity: Rare Cost: $8 Effect: Each played card of a randomly chosen suit gives X1.5 Mult Shop, Booster packs
Stuntman Rare A huge flat Chips bonus bought at the cost of two cards of hand size. Rarity: Rare Cost: $7 Effect: +250 Chips, -2 hand size Shop, Booster packs
DNA Rare Permanently duplicates the first card played each round, provided that hand holds exactly one card. Rarity: Rare Cost: $8 Effect: If the first hand of the round has one card, add a permanent copy to the deck and draw it Shop, Booster packs
The Duo Rare Doubles Mult whenever the played hand contains a Pair, the easiest condition in the set of hand-type multipliers. Rarity: Rare Cost: $8 Effect: X2 Mult if the hand contains a Pair Shop, Booster packs
The Trio Rare Triples Mult for Three of a Kind, a steeper requirement than The Duo but a larger payoff. Rarity: Rare Cost: $8 Effect: X3 Mult if the hand contains Three of a Kind Shop, Booster packs
The Family Rare Quadruples Mult for Four of a Kind, the most demanding condition of the hand-type family and the largest single multiplier among them. Rarity: Rare Cost: $8 Effect: X4 Mult if the hand contains Four of a Kind Shop, Booster packs
The Order Rare Triples Mult for Straights, rewarding decks kept at a spread of consecutive ranks instead of a single duplicated rank. Rarity: Rare Cost: $8 Effect: X3 Mult if the hand contains a Straight Shop, Booster packs
The Tribe Rare Doubles Mult for Flushes, the cheapest of the suit-based multiplier conditions to hit in a normal deck. Rarity: Rare Cost: $8 Effect: X2 Mult if the hand contains a Flush Shop, Booster packs
Invisible Joker Rare After two rounds it duplicates a random Joker on the line, then destroys itself. Rarity: Rare Cost: $8 Effect: After 2 rounds, duplicates a random Joker and destroys itself Shop, Booster packs

Legendary Jokers

Five one-of-a-kind Jokers that never appear in the shop. They are created only by The Soul, one of the rare Spectral cards, which is why seeing The Soul in a Spectral pack is a run-defining moment.

Name Type Description Stats Source
Canio Legendary Gains a multiplier for every face card destroyed, which pairs directly with the destruction tools in the consumable suite. Rarity: Legendary Cost: Not sold Effect: X1 Mult per destroyed face card Created only by The Soul Spectral card
Triboulet Legendary Makes every played King and Queen multiply Mult, which stacks with face-card retriggering from Sock and Buskin. Rarity: Legendary Cost: Not sold Effect: Played Kings and Queens each give X2 Mult Created only by The Soul Spectral card
Yorick Legendary Scales with the discard pile, gaining a multiplier for every batch of discarded cards. Rarity: Legendary Cost: Not sold Effect: X1 Mult per 23 cards discarded Created only by The Soul Spectral card
Chicot Legendary Disables the effect of every Boss Blind, which removes the single largest source of run-ending variance. Rarity: Legendary Cost: Not sold Effect: Disables the effect of all Boss Blinds Created only by The Soul Spectral card
Perkeo Legendary Creates a Negative copy of a random consumable at the end of every shop visit, which means free consumables that take no inventory slot. Rarity: Legendary Cost: Not sold Effect: Creates a Negative copy of a random consumable at end of shop Created only by The Soul Spectral card
No matching entries
Try a different search term.