
Balatro Joker Tier List: Which Cards Are Actually Worth It?
Balatro Joker Tier List | SteelSeries

Discover the ultimate Balatro Joker Tier List, ranking every Joker from S to D. Learn which cards can carry your run and which are dead slots you should skip.
Balatro has 150 Jokers, and while we love a good deep dive, no one wants to scroll through a dissertation-length tier list. So instead of deep-diving every single card (sorry, Odd Todd), we’re cutting straight to the good stuff: S- and A-tier Jokers. But don’t worry, we’ll speed run the other tiers too at the end.
These are the cards that actually matter — the ones that can carry your run, warp your strategy, or, at the very least, spark a heated debate on whether Photograph is secretly busted or just mid.
Fair warning: you may find this list to be full of spicy takes, but my stake achievements speak for themselves. Your favorite Joker may not be on this list, but hopefully, you find a new Joker to obsess over. Either way, we’re not here to please everyone. We’re here to break down what’s worth your shop gold.
How We Ranked Jokers

Not every joker deserves a spot in your deck. Some are tried-and-true favorites that carry you through a run, others are dead draws that make you wonder, “What the hell does anybody use this for?”
To keep this list actually useful (and not just “S-tier = good”), we ranked Jokers based on the things that really matter when you’re staring down a Boss Blind. Here’s how we evaluated jokers to create our Balatro Joker tier list:
Scaling Power: Does the Joker give you multipliers or chips that snowball as the run goes on? Cards like Wee Joker and Square Joker are classic examples of snowball machines.
Synergy Potential: Some Jokers are decent on their own, but turn game-breaking when paired with the right build (Flush, Straight, Pairs, etc.) or Spectral/Tarot support.
Flexibility: Jokers that slot into any deck rise to the top, while niche or build-locked cards tend to sink lower.
Economy Support: Money matters. Econ Jokers like Credit Card or 8 Ball can completely change how you shop and scale.
Stage of the Run: Some Jokers dominate the early game but fall off by Ante 8, while others are weak starters that only shine in Endless Mode.
If a Joker feels “meh” in isolation, ask yourself what you’re building your deck around, and does this Joker help you unlock it? That’s the difference between a D-tier throwaway and an A-tier synergy card.
Joker Disclaimer
As we get into it, keep in mind that we don’t want to hurt your feelings (but if you say the Red Joker…). If a Joker is ranked poorly on this list, but works for you, more power to ya. We recommend trying out every Joker, not just for the completionists out there, but to give you an idea of your preferred gameplay style.
With that in mind, here is our Balatro Joker tier list ranked:
S-Tier Jokers (Run Carriers)

These Jokers don’t just help, they define. If you see them in the shop, slam that buy button and don’t look back. They scale hard, work in multiple builds, and carry you through Boss Blinds into Endless Mode.
Blueprint
Blueprint copies the effect of any Joker in your stack. Find one deck-breaking joker and Blueprint turns it into two. This Joker alone makes an already synergistic deck into one that’s unstoppable. Some favorite ways to use it are to multiply the effects from Brainstorm, Perkeo, or Yorick. That is, if I’m lucky enough to get two s-tier Jokers in one run.
DNA
DNA allows you to clone a card in your deck, permanently tightening those deck synergies we care about so much. When used on the right card early in your run, DNA sets you up for a snowball effect that doesn’t let up. I recommend using it in consistency-focused decks, like Flushes, Straights, or boosted stone and gold cards. If you’re lucky enough to get your hands on Perkeo or Chicot, you’re almost guaranteed to reach Endless Mode.
Brainstorm
Like Blueprint, Brainstorm also copies another Joker, but the nuance is in how they “copy” that other Joker. While Blueprint makes a permanent clone, Brainstorm is a repeater of the leftmost Joker’s effect every hand. It doesn’t clone, it just mirrors — and it only works on the far-left slot. Nonetheless, this is a powerful card and is best when built around one dominant Joker in your deck.
Perkeo
Perkeo creates a negative copy of one consumable in your possession every time you leave the shop. Because negative consumables don’t count toward your slot limit, Perkeo guarantees you extra Tarots, Spectrals, or Planets no matter what. Those extra copies can either fuel your build or be sold for a cash injection. It works best in consumable-heavy decks that rely on chaining Tarots/Spectrals, or runs where shop economy is tight.
Yorick
Another legendary, this Joker rewards you with permanent multipliers as you snag consumables. It basically dares you to focus on deck-cycling with a huge payoff. This is another card best reserved for consumable-heavy builds.
Triboulet
This is arguably the busted card, as multiple face cards = free scaling that easily slots into almost any deck. It’s one of the safest, most flexible. As a player who remains loyal to high-scoring hands and prioritizes adding face cards to my deck, I love Triboulet. My personal extra tip is to use deck manipulation jokers (like DNA on Kings/Queens) to ensure every hand further powers up Triboulet.
Chicot
Another one of the five legendary Jokers in the game, Chicot shuts down every Boss Blind for the rest of the run, turning into plain blinds with just a higher score requirement. That means no more hand caps, suit bands, or discard nukes ruining your setup. While this Joker may not improve your mult or boost other Jokers like others, it offers peace of mind that you at least won’t lose to a Boss Blind effect.
Cavendish
This Joker often makes me wonder why they decided to include this game-breaking card, especially considering it's classified as a common Joker. Cavendish gives you an immediate, unconditional boost of x3 mult to every hand you play. It works in literally any deck and is the perfect “plug-and-play” multiplier class. Keep in mind that Cavendish will only appear once Gros Michel destroys itself, and only during that same run.
A-Tier Jokers

Now we’ve reached the A-tier. But before this turns into an angry Reddit mob, I will give you my reasons for why each of these Jokers deserves a spot here. If you’re a face-card-hoarding, Straight and Flush playing Balatro player, you’ll likely agree with me here. But if you’re not… well, let’s remain open-minded like I did when writing the S-tier.
Mr. Bones
An insurance policy card. Mr. Bones acts as a lifesaver; if you fail a Blind but manage to score at least 25% of the target, Mr. Bones sacrifices itself and lets you win anyways. I’ve won an entire Run with Mr. Bones help right at the end, when I was faced with the Violet Vessel Finisher Boss Blind (the extra-large blind). This Joker works great in high-stakes runs where one bad draw could end everything. It’s especially handy in the midgame, buying you time to stabilize before your scaling engine kicks in.
Photograph
While everyone may not agree with this ranking placement, I personally almost always reach for Photograph. It gives you an instant x2 Mult whenever the first card in your played hand scores. It’s simple, consistent, and stacks multiplicatively with other effects. The kicker: if that face card gets retriggered, for example by another Joker effect or Red Seal, Photographs fires it off again, doubling the doubling. If your deck leans on face cards, this is the Joker to add to your squad.
Smiley Face
This is another controversial position. But for my playstyle, it works. Smiley Face adds +5 Mult for every face card you score in your hand. It’s another straightforward and reliable joker that naturally scales up if you prioritize adding face cards to your deck. It may not explore like some of the S-tier picks, but there’s nothing wrong with an old reliable. Additionally, it's really easy to harness a synergistic build with this card, and it's nothing to cry about if something better comes along the way.
Hologram
This Uncommon Joker starts at x1 Mult and permanently gains x0.25 Mult every time you add a new playing card to your decks. It only grows over time, so long as you keep adding cards to your deck. This Joker works best if you pick up cards often in a given run. If you pick up Hologram, don’t hoard your dollars because every card you buy fuels this Joker’s growth.
Canio
Some may find it controversial to put this Legendary Joker anywhere but S-tier, but it personally does not spark joy (I don’t want to get rid of my Face cards, dang it!). This Joker starts at x1 Mult, gaining another x1 Mult every time you destroy a face card (either by turning them into glass cards or The Hanged Man consumable).
Scholar
This Joker gives you +20 Chips and +4 Mult for every scored Ace. Since Aces are flexible (they count as both high and low), Scholar slots nicely into a variety of builds without needing an elaborate setup. Scholar is the perfect filler card, especially if you have a lot of Aces in your deck.
Hanging Chad
Hanging Chad is another common card that I, well, commonly reach for. It works by retriggering the first card scored in your hand twice, effectively tripling that card’s chip value along with any modifiers it carries. It’s simple, but it’s versatile. What’s there not to like? If you front-load your hand with a key card in scoring order, it works all the better. If you stack retrigger effects, it snowballs.
Supernova
Supernova adds Mult based on how many times the scoring hand has been played during the run. I’m currently making my way through every stake on the Checkered Deck (where I heavily lean on Flushes), and I’m a happy camper when I come across this Joker. Keep in mind that the bonus is retroactive, so the moment you pick it up, it counts all the hands you’ve already played.
Constellation
Constellation, similar to Supernova, starts at x1 Mult and permanently gains x0.1 Mult for every Planet Card used. The scaling may be slower than other heavy hitters, but it’s reliable in runs where Planet cards are plentiful. Importantly, Black Hole doesn’t count (it’s Spectral, not Planet). Pair Constellation with card-generating Jokers and duplication effects to steadily build a respectable Mult baseline without needing risky synergies.
Gros Michel
This heartbreaker of a Joker provides an unconditional +15 Mult to all hands, and instant power spike without needing to be tee’d up. The catch? There's a 1 in 6 chance the card destroys itself at the end of the round. But when that happens, it unlocks the potential of snagging Cavendish in that run too. Gros Michel helps you work through early to mid-game runs where raw Mult can carry you through antes. But don’t count on it sticking around forever.
Hiker
Hiker permanently buffs every card you play with +5 chips each time it's scored, the effects remaining even if you sell Hiker later. This is a long-term investment, Joker, that strengthens your entire deck over time. I don’t reach for chip bonuses often, but turning my lower-number cards into +20 chips each is an offer I cannot refuse. If you grab Hiker early and let it stack power across your whole deck, by the late game, even your filler cards will punch above their weight.
Shortcut
Shortcut earns its spot in the A tier because it allows you to expand Straights with gaps of one rank between cards (e.g., 2-4, 5-7, etc.) This makes it easier to hit Straights consistently and build around them as a scoring engine. If your strategy is Straight-focused or you’re gunning for a Straight Flush winning run. Shortcuts can help get you there.
Baron
Baron is an A-class Joker because it gives you x1.5 Mult for each King in your played hand. Simple and potent, especially in decks that lean on face cards or can duplicate specific ranks. Even a single King adds value, but multiple Kings turn Baron into a scaling powerhouse. This Joker works best in Face Card strategies, especially if you’re able to pair it with Triboulet, Photograph, or Smiley Face for stacked synergy.
Luchador
Luchador functions like a consumable Joker. If you sell it during a Boss Blind, it disables that Boss’s effect. That enables you to bypass the nastiest of blind effects, like The Psychic or Leaf. While it may not add points, it’s one of those “rather be safe than sorry” kind of Jokers. Luchador works best as an early to mid-game safety net when your build isn’t strong enough. I once got a negative Luchador, and I felt like I’d won the Lottery.
Baseball Card
This Joker grants a x1.5 Mult for every Uncommon Joker you’re holding. Since the effect is multiplicative and stacks after the Uncommon Joker’s own effect, the right lineup can snowball into serious damage. It only counts Uncommons (not Rare or Legendary), so you’ll want to commit to that rarity. It works well for decks built around stacking multiple Uncommon Jokers — especially those with +Mult effects. My tip? Place your Uncommon Jokers first in your lineup so their effects trigger before Baseball Card multiplies them. Timing and order matter here.
Ancient Joker
Ancient Joker is a Rare Joker that picks a random suit at the end of each round, granting x1.5 Mult for every card of that suit you score. Its power swings wildly, sometimes lining up perfectly with your deck, others whiffing completely. If you have multiple Ancient Jokers, they’ll pick the same suit as a unit. If you're doing a run where you can build or duplicate around a chosen suit, or decks that naturally lean heavy into one suit (like the checkered deck), this is a solid pick for your lineup.
Sock and Buskin
Sock and Buskin retriggers all face cards that are scored in a hand. That means every face card gets a second chance to apply its chip and Mult bonuses, doubling their value. It doesn’t affect unplayed cards, but for face-heavy builds, this Joker is a run-winner. If you can, pair it with Triboulet, Photograph, and Smiley Face.
Smeared Joker
The Smeared Joker makes Diamonds and Hearts count as the same suit, and Clubs and Spades count as the same suit, essentially doubling your odds of hitting suit-based hands and making suit-dependent Jokers far more reliable. Keep in mind that it also applies globally, so Blind or Joker that checks for suits will recognize the merged pairings, which can be a blessing or a curse. Nonetheless, this Joker works best in flush-focused decks or builds relying on suit-specific synergies.
Throwback
Throwback gains x0.25 Mult for every Bling you skip in a run. The effect is retroactive, so Blinds skipped before you grab it still count, which is a great boost if you’re doing a lot of skips. With consistent skips, Throwback scales into a significant multiplier.
Bloodstone
Bloodstone is a Hearts-focused Joker with a 50% chance of giving you x1.5 Mult for every Heart card scored. While it’s inconsistent on a per-hand basis, over the course of a run, it can be a reliable scaling method if you lean heavily into Heart cards (like in the Checkered Deck). Combine Bloodstone with the Smeared Joker, and you double the amount of cards that count as Hearts, smooth out consistency, and make the RNG feel less swingy.
Canio
Canio is another one of the five Legendary Jokers, and it starts at x1 Mult, gaining another x1 Mult every time a face card is destroyed. With the right setup (like The Hanged Man or card-destroying synergies), Canio has the potential to snowball into x10 Mult or more.
The catch is that Canio requires specific destruction tools to shine (which is why I’ve placed it in the A-tier). Without consumables or Joker synergies that reliably burn face cards, it sits at a modest ×1 and doesn’t carry its weight. Compared to plug-and-play S-tier cards like Blueprint or Triboulet, Canio’s ceiling is enormous, but its floor is too low to guarantee every run.
Balatro Joker Tiers B, C, & D

I couldn’t leave you curious cats hanging, so here’s how I’ve categorized the other less-thrilling tiers of Jokers, and no, I am not arguing. You see my reasons!
B-Tier
These cards aren’t terrible, but in my opinion, rarely worth building an entire deck around. They have their moments, but you’ll usually swap them if something better comes along.
Joker | Reason for B-Tier Placement |
Swashbuckler | Huge Mult if you hoard money, but spending cash usually beats sitting on it. |
Fortune Teller | Scales with Tarots, but too slow without heavy luck. |
Supernova | Rewards repeating the same hand type, but demands heavy commitment. |
Four Fingers | Easier straights, but one-dimensional. |
Mime | Retrigger effect is fun, but inconsistent. |
Dusk | Strong early, falls off hard in later antes. |
Fibonacci | Cute scaling theme, too unreliable for serious runs. |
Steel Joker | Building a steel-card deck feels like a waste. |
Business Card | Too weak compared to other econ Jokers. |
Abstract Joker | Situational synergy, otherwise filler. |
Blue Joker | Bonus chips for bigger hands, but the payoff is too small to matter later on. |
Card Sharp | Random chip spikes look flashy but lack consistency. |
Red Card | Locked to Hearts scaling, which makes it too narrow for most runs. |
Riff Raff | Free cards are nice, but often junk. |
Mail-In Rebate | Economy boost, but not game-defining. |
To the Moon | Niche econ scaling, not worth forcing. |
Hallucination | Chaos in card form — fun, but way too unreliable. |
Trading Card | Selling economy is cute, but weak. |
Flash Card | Temporary econ that doesn’t scale. |
Walkie Talkie | RNG-based bonus is inconsistent. |
Seltzer | Gives a quick Mult fizz, then goes flat just as fast. |
Acrobat | Decent with big hands, but situational. |
Troubador | Hand-size tradeoff rarely feels worth it. |
Arrowhead | Needs Diamond/Spade focus, limiting flexibility. |
Oops! All 6’s | Funny, but too inconsistent to trust. |
Shoot the Moon | Works in Hearts decks, otherwise dead. |
Driver’s License | Too niche to justify over stronger multipliers. |
Bootstraps | Early economy help, but it doesn’t scale into late game. |
C-Tier
These Jokers can be fun in the right circumstances, but they’re inconsistent, underpowered, or just not worth a slot when stronger options exist.
Joker | Reason for C-Tier Placement |
Even Steven | Works only with balanced card ranks, too restrictive. |
Pareidolia | Copies card faces, but payoff rarely matches the effort. |
Mystic Summit | Conditional Mult that falls flat outside specific builds. |
Credit Card | Debt gimmick hurts more than it helps long-term. |
Raised Fist | Mult on discard use, but scales too slowly. |
Misprint | RNG-based wild card that’s more novelty than value. |
Jolly Joker | Basic filler — adds nothing unique. |
Zany Joker | Same issue: generic bonus, easily outclassed. |
Mad Joker | Another weak filler Joker with no strong synergies. |
Crazy Joker | Low-value chaos effect, not worth the slot. |
Droll Joker | Fun name, forgettable effect. |
Ceremonial Dagger | Sacrificing cards for chips is rarely efficient. |
Chaos the Clown | Randomized value that almost never pays off. |
Scary Face | Small Mult bonus for face cards, but too weak compared to better options. |
Delayed Gratification | Rewards saving plays, but slows your run down. |
Hack | Chips for discards, but a poor trade most of the time. |
Space Joker | Flush gimmick with little payoff. |
Egg | Theoretical scaling, but painfully slow and fragile. |
Runner | Discard synergy that rarely scales. |
Castle | Suit gimmick that demands too much commitment. |
Ice Cream | Mult drops off every round — not sustainable. |
Splash | Tiny chip splashes, irrelevant by midgame. |
Ramen | Economy trade-off is rarely worth the squeeze. |
Sixth Sense | Conditional draw gimmick, too inconsistent. |
Spare Trousers | Gives extra discards, but weak in practice. |
Popcorn | Single-use boost that fizzles fast. |
Square Joker | Only works for rare hands, not worth building around. |
Vampire | Needs heavy consumables, too slow without them. |
Cloud 9 | Mult tied to 9s — way too narrow. |
Obelisk | Conditional Mult scaling that rarely pays off. |
Golden Joker | Just adds chips, scales too poorly. |
Midas Mask | Turns cards Gold, but payoff lags behind stronger Jokers. |
Erosion | Slowly shrinks deck size, usually harmful. |
Lucky Cat | RNG-based Mult, unreliable. |
Bull | Trades draw power for Mult, not worth the hand disadvantage. |
Diet Cola | Tiny temporary bonus, fizzes out fast. |
Campfire | Burn-based scaling, rarely efficient. |
The Duo | Needs exact Pairs setup, way too restrictive. |
The Trio | Same issue — requires perfect 3-of-a-kind play. |
The Order | Needs exact Straights, limiting flexibility. |
Cartomancer | Tarot pull is cute, but unreliable. |
Burnt Joker | Early game econ trick, useless later. |
D-Tier
These Jokers are the least game-changing (if they do anything helpful at all). If you see one in the shop, save your gold. There are almost always better options.
Joker | Reason for D-Tier Placement |
Ride the Bus | Forces awkward hand patterns, rarely pays off. |
Odd Todd | Odd-number gimmick is clunky and low-value. |
8 Ball | RNG Tarot spawns sound nice, but way too unreliable. |
Loyalty Card | Rewards streaks, but the bonus is negligible. |
Marble Joker | Pure filler with no impact. |
Banner | Minor chip bonus tied to blinds, irrelevant late-run. |
Stencil Joker | Awkward restriction for too little return. |
Abstract Joker | Overly situational and weak compared to alternatives. |
White Sticker | Cosmetic-level effect, doesn’t move the needle. |
Half Joker | Halves your scoring potential, even as a gimmick. |
Greedy Joker | Actively punishes you more than it helps. |
Lusty Joker | Suit lock with almost no payoff. |
Wrathful Joker | Harms consistency, scaling isn’t worth it. |
Gluttonous Joker | Eats up resources for scraps of value. |
Sly Joker | Trickster card with almost no practical upside. |
Wily Joker | Same problem — weak RNG filler. |
Clever Joker | More clever in name than in practice. |
Devious Joker | Restrictive gimmick, poor returns. |
Crafty Joker | Another “themed” card that doesn’t hold up. |
Burgler | Small econ trick, far outclassed. |
Blackboard | Restrictive effect that ruins flexibility. |
Faceless Joker | Bland effect, barely worth mentioning. |
Green Joker | Color gimmick that falls flat. |
Superposition | Interesting idea, terrible execution. |
Madness | Randomized Chaos that backfires more than it helps. |
Séance | Rare payoff, almost always a wasted slot. |
Gift Card | Small economy perk, no long-term scaling. |
Juggler | Extra hand management is minor and situational (just buy the Grabber Voucher). |
Drunkard | Clunky hand restrictions with no upside. |
Showman | All flash, no actual value. |
Flower Pot | Microscopic bonus effect, useless later. |
The Idol | Supposedly “safe” but too weak and boring to keep. |
Matador | Needs Boss effects to trigger, which Chicot/Luchador shut down anyway. |
The Family | Suit-restricted scaling that rarely works out. |
Joker’s Wild… But Not Always Good
And there you have it— every Joker from run-carrying S-tier winners to dead slot disasters that are banished to the D-tier. Whether you’re here to nod along or rage about why Egg is actually broken (it’s not), we’ve covered the highs, the lows, and everything in between.
Remember: Balatro is a game built on chaos. Some runs will prove a “trash” Joker surprisingly clutch, while others will make your so-called S-tier pick feel like a dud. That’s the magic, and the frustration, of playing the odds.
So look at this as a guide rather than a prophecy. Try weird builds, chase synergies, and don’t be afraid to test cards I just dragged through the mud. Who knows, maybe your Vampire run will make me eat my words.
And speaking of bending the rules… Balatro’s slow-down mechanic lets you pull off some questionable mid-play tricks— like moving cards fast enough to retrigger Jokers more than once. Pair that with a mouse rocking insane DPI speeds, and you’ve got the precision to make every millisecond count (at least until the devs patch it out).
...Want more Balatro Tips? Check out our guide here.

Wordsmith at SteelSeries. Enthusiastic about Dota 2 and fighting games. A cat dad.