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...
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· 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 |
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