Jokers
Jokers are the face of Balatro's gameplay. They hold a significant importance in score generation and provide a multitude of other perks and utilities, such as giving money or creating consumable items like Tarot Cards, Planets, and in some cases Spectral Cards, or in the specific case of Riff-Raff, other Jokers. Jokers are not played alongside standard cards or included in Decks, but rather can be purchased in the Shop or sometimes obtained through other means. They are held in the player's dedicated Joker slots until sold or destroyed.
Every non-challenge run, except those on Black Deck and Painted Deck, will begin with 5 empty Joker slots. Spectral Cards, Editions (as explained below), or deck effects like those previously mentioned may allow the player to gain or lose some of these Joker slots. Every Joker is unique and can be used in many ways to create synergy with other Jokers' effects, deck composition, consumables, or all three. Jokers are almost always a requirement to meet the required score of blinds, especially in higher antes, where the required score to defeat each Blind grows exponentially.
As of update 1.0.1o-FULL, there are 150 total Jokers in Balatro. 105 of these are readily accessible upon the player's very first run, but the remaining 45 must be unlocked through the completion of certain conditions, some of which can only be done over the course of multiple runs.
The appearance rates of the four Joker rarities are: Common – 70%. Uncommon – 25%. Rare – 5%. Legendary – only available through The Soul, which has 0.3% chance of appearing in Spectral/Arcana Packs.
After winning a run by beating the Boss blind of ante 8, the Jokers the player has at that time will receive a Sticker colour of the Stake it was used to win on. The colour in the collection will be of the highest stake the Joker was used. For example, after beating Orange Stake, a Hiker with no sticker will receive the Orange Stake sticker, while beating Red Stake with a Swashbuckler with the Purple Stake sticker will not give it a Red Stake sticker. Instead, it will preserve the Purple Stake sticker.
Modifiers
-

Various editions as displayed in the Collection.
All Jokers start at the Base Edition, which can then be enhanced with one of the four different editions, resulting in higher shop costs but adding an additional effect listed below:
- Base (standard card)
- Foil (+50 Chips)
- Holographic (+10 Mult)
- Polychrome (X1.5 Mult)
- Negative (+1 Joker slot)
In higher stakes, Jokers can also appear with the Eternal, Perishable, and/or Rental stickers. These stickers, unlike Stake stickers, affect how Jokers behave. The appearance rate of these modifiers can be found here.
Rarities
Jokers have 4 different rarities, denoting how likely they are to appear in a given run: Common (61), Uncommon (64), Rare (20), and Legendary (5). In general, higher rarity jokers are more powerful, but this is not always the case.
When the game randomly generates Jokers, either in the shop or using other joker generation methods, there is a 70% chance of generating a Common Joker, a 25% chance of generating an Uncommon Joker, and a 5% chance of generating a Rare Joker. Legendary Jokers can't appear in the shop, but only through The Soul Spectral card.
Important Joker Terms
Jokers have a number of key terms that are vital in understanding how they work. These terms are marked with different colors, and by looking at them the player can gain a better understanding of how the joker functions, in case the wording is not clear to them:
- When Scored: The effect triggers when a card is scored. If a card that is played can trigger this Joker, but is not scored, either from not being part of the scored poker hand or from being debuffed by a Boss Blind, the effect will not trigger.
- Contains: The hand has the referenced hand as a part of it. For example, a Three of a Kind "contains" a Pair, despite scoring as a Three of a Kind. A Four of a Kind played with five cards of the same suit "contains" a Flush, and will trigger Flush Joker effects. Refer to the hand information in-game for a more detailed breakdown on which hands contain others. Notably, a Four of a Kind is not considered to "contain" Two Pair, since Two Pair requires two different ranks to be counted. The same can be said for Five of a Kind and Full House, or Flush Five and Flush House.
- Is: In contrast, "poker hand is a pair" means the whole hand is classified as a pair, and the cards played don't constitute a higher-ranked hand.
- When Blind is Selected: The effect triggers when you select a Blind. It will not trigger if the Blind is skipped. In the case of Madness, it only triggers on the Small Blind and Big Blind, hence showing "When Small Blind or Big Blind is Selected".
- In Deck: The effect depends on the remaining cards in your deck, not including cards in hand, played, or discarded.
- In Full Deck: This counts some attribute of your complete deck, referencing all cards whether they were drawn, played, discarded, or are held in hand. For the specific case of Erosion, this counts how many cards have been removed from the original deck.
- Add: Adds a playing card to your deck permanently.
- Destroy: Remove the target card permanently. If a Joker is destroyed, no money or bonuses are gained that selling it would give.
- Create: Creates a certain type of card, be it a consumable or Joker. This action always requires room for the card in question to take up, with the sole exception of Perkeo being able to create Negative consumables.
- Gains: Adds a (usually) permanent effect to the target card. This is usually referring to the Joker with the effect, though not always, as seen with Hiker.
- Retrigger: This Joker will score a card again under certain conditions outlined by the Joker. This extra score will activate all effects that take place when the card scores, including effects from other Jokers, enhancements, editions, seals (besides Red Seal), and chips from the card itself. Note that Mime only retriggers cards held in hand, and so it will not retrigger editions or chips from the card itself, as the card is not being played and scoring.
- Debuffed: This Joker and its edition can no longer trigger. It retains its full sell value (and can still be used by Swashbuckler/Temperance/etc...). It can still be targeted by random effects such as Madness or The Wheel of Fortune, but not by the Crimson Heart Boss blind. Joker effects that trigger on certain other Jokers, like Baseball Card does, still trigger even if the other Joker is debuffed. If you win a run with a debuffed Joker, it will still receive the corresponding stake sticker.
(Also see Activation type and Activation sequence for additional information.)
List of Jokers
Available Jokers are shown as Not Discovered in the player's Collection until they are obtained at least once in an unseeded run. Most locked Jokers in the Collection show the unlock condition, and in some cases will show how close the player is to fulfilling that condition if the condition is accumulative. The five secret Legendary Jokers, unlocked when obtained through The Soul Spectral card, show up as "?????" in the Collection when not unlocked. Details about each Joker, such as their interactions, synergies, strategies, and exceptions, can be found on that Joker's respective page.
The Balatro Wiki sorts Jokers into seven types, depending on their function. In the table below, the Joker type is denoted using the following symbols:
| +c Chips Jokers | +m Additive Mult Jokers | Xm Multiplicative Mult Jokers | ++ Chips & Additive Mult Jokers |
| !! Effect Jokers | ... Retrigger Jokers | +$ Economy Jokers |
| Nr | Joker | Effect | Cost | Rarity | Unlock Requirement | Type | Act |
|---|---|---|---|---|---|---|---|
| 1 | Joker |
+4 Mult |
$2 |
Available from start. |
+m | Indep. | |
| 2 | Greedy Joker |
$5 |
Available from start. |
+m | On Scored | ||
| 3 | Lusty Joker |
$5 |
Available from start. |
+m | On Scored | ||
| 4 | Wrathful Joker |
$5 |
Available from start. |
+m | On Scored | ||
| 5 | Gluttonous Joker |
$5 |
Available from start. |
+m | On Scored | ||
| 6 | Jolly Joker |
$3 |
Available from start. |
+m | Indep. | ||
| 7 | Zany Joker |
+12 Mult if played hand contains a Three of a Kind |
$4 |
Available from start. |
+m | Indep. | |
| 8 | Mad Joker |
$4 |
Available from start. |
+m | Indep. | ||
| 9 | Crazy Joker |
$4 |
Available from start. |
+m | Indep. | ||
| 10 | Droll Joker |
$4 |
Available from start. |
+m | Indep. | ||
| 11 | Sly Joker |
$3 |
Available from start. |
+c | Indep. | ||
| 12 | Wily Joker |
+100 Chips if played hand contains a Three of a Kind |
$4 |
Available from start. |
+c | Indep. | |
| 13 | Clever Joker |
$4 |
Available from start. |
+c | Indep. | ||
| 14 | Devious Joker |
$4 |
Available from start. |
+c | Indep. | ||
| 15 | Crafty Joker |
$4 |
Available from start. |
+c | Indep. | ||
| 16 | Half Joker |
+20 Mult if played hand contains 3 or fewer cards |
$5 |
Available from start. |
+m | Indep. | |
| 17 | Joker Stencil |
X1 Mult for each empty Joker slot |
$8 |
Available from start. |
Xm | Indep. | |
| 18 | Four Fingers |
$7 |
Available from start. |
!! | N/A | ||
| 19 | Mime |
Retrigger all card held in hand abilities |
$5 |
Available from start. |
... | On Held | |
| 20 | Credit Card |
Go up to -$20 in debt |
$1 |
Available from start. |
+$ | N/A | |
| 21 | Ceremonial Dagger |
When Blind is selected, destroy Joker to the right and permanently add double its sell value to this Mult |
$6 |
Available from start. |
+m | Indep. | |
| 22 | Banner |
+30 Chips for each remaining discard |
$5 |
Available from start. |
+c | Indep. | |
| 23 | Mystic Summit |
+15 Mult when 0 discards remaining |
$5 |
Available from start. |
+m | Indep. | |
| 24 | Marble Joker |
$6 |
Available from start. |
!! | On Blind Select | ||
| 25 | Loyalty Card |
X4 Mult every 6 hands played |
$5 |
Available from start. |
Xm | Indep. | |
| 26 | 8 Ball |
1 in 4 chance for each played 8 to create a Tarot card when scored |
$5 |
Available from start. |
!! | On Scored | |
| 27 | Misprint |
+0-23 Mult |
$4 |
Available from start. |
+m | Indep. | |
| 28 | Dusk |
Retrigger all played cards in final hand of the round |
$5 |
Available from start. |
... | On Scored | |
| 29 | Raised Fist |
Adds double the rank of lowest ranked card held in hand to Mult |
$5 |
Available from start. |
+m | On Held | |
| 30 | Chaos the Clown |
1 free Reroll per shop |
$4 |
Available from start. |
!! | N/A | |
| 31 | Fibonacci |
Each played Ace, 2, 3, 5, or 8 gives +8 Mult when scored |
$8 |
Available from start. |
+m | On Scored | |
| 32 | Steel Joker |
Gives X0.2 Mult for each Steel Card in your full deck |
$7 |
Available from start. |
Xm | Indep. | |
| 33 | Scary Face |
Played face cards give +30 Chips when scored |
$4 |
Available from start. |
+c | On Scored | |
| 34 | Abstract Joker |
$4 |
Available from start. |
+m | Indep. | ||
| 35 | Delayed Gratification |
Earn $2 per discard if no discards are used by end of the round |
$4 |
Available from start. |
+$ | N/A | |
| 36 | Hack |
Retrigger each played 2, 3, 4, or 5 |
$6 |
Available from start. |
... | On Scored | |
| 37 | Pareidolia |
All cards are considered face cards |
$5 |
Available from start. |
!! | N/A | |
| 38 | Gros Michel |
+15 Mult |
$5 |
Available from start. |
+m | Indep. | |
| 39 | Even Steven |
Played cards with even rank give +4 Mult when scored |
$4 |
Available from start. |
+m | On Scored | |
| 40 | Odd Todd |
Played cards with odd rank give +31 Chips when scored |
$4 |
Available from start. |
+c | On Scored | |
| 41 | Scholar |
$4 |
Available from start. |
++ | On Scored | ||
| 42 | Business Card |
Played face cards have a 1 in 2 chance to give $2 when scored |
$4 |
Available from start. |
+$ | On Scored | |
| 43 | Supernova |
Adds the number of times poker hand has been played this run to Mult |
$5 |
Available from start. |
+m | Indep. | |
| 44 | Ride the Bus |
This Joker gains +1 Mult per consecutive hand played without a scoring face card |
$6 |
Available from start. |
+m | Mixed | |
| 45 | Space Joker |
1 in 4 chance to upgrade level of played poker hand |
$5 |
Available from start. |
!! | On Played | |
| 46 | Egg |
Gains $3 of sell value at end of round |
$4 |
Available from start. |
+$ | N/A | |
| 47 | Burglar |
When Blind is selected, gain +3 Hands and lose all discards |
$6 |
Available from start. |
!! | On Blind Select | |
| 48 | Blackboard |
$6 |
Available from start. |
Xm | Indep. | ||
| 49 | Runner |
Gains +15 Chips if played hand contains a Straight |
$5 |
Available from start. |
+c | Mixed | |
| 50 | Ice Cream |
$5 |
Available from start. |
+c | Indep. | ||
| 51 | DNA |
If first hand of round has only 1 card, add a permanent copy to deck and draw it to hand |
$8 |
Available from start. |
!! | On Played | |
| 52 | Splash |
Every played card counts in scoring |
$3 |
Available from start. |
!! | N/A | |
| 53 | Blue Joker |
+2 Chips for each remaining card in deck |
$5 |
Available from start. |
+c | Indep. | |
| 54 | Sixth Sense |
If first hand of round is a single 6, destroy it and create a Spectral card |
$6 |
Available from start. |
!! | N/A | |
| 55 | Constellation |
This Joker gains X0.1 Mult every time a Planet card is used |
$6 |
Available from start. |
Xm | Indep. | |
| 56 | Hiker |
Every played card permanently gains +5 Chips when scored |
$5 |
Available from start. |
+c | On Scored | |
| 57 | Faceless Joker |
Earn $5 if 3 or more face cards are discarded at the same time |
$4 |
Available from start. |
+$ | On Discard | |
| 58 | Green Joker |
+1 Mult per hand played |
$4 |
Available from start. |
+m | Mixed | |
| 59 | Superposition |
Create a Tarot card if poker hand contains an Ace and a Straight |
$4 |
Available from start. |
!! | Indep. | |
| 60 | To Do List |
Earn $4 if poker hand is a [Poker Hand], poker hand changes at end of round |
$4 |
Available from start. |
+$ | On Played | |
| 61 | Cavendish |
X3 Mult |
$4 |
Available from start. |
Xm | Indep. | |
| 62 | Card Sharp |
X3 Mult if played poker hand has already been played this round |
$6 |
Available from start. |
Xm | Indep. | |
| 63 | Red Card |
This Joker gains +3 Mult when any Booster Pack is skipped |
$5 |
Available from start. |
+m | Indep. | |
| 64 | Madness |
When Small Blind or Big Blind is selected, gain X0.5 Mult and destroy a random Joker |
$7 |
Available from start. |
Xm | Indep. | |
| 65 | Square Joker |
This Joker gains +4 Chips if played hand has exactly 4 cards |
$4 |
Available from start. |
+c | Mixed | |
| 66 | Séance |
If poker hand is a Straight Flush, create a random Spectral card |
$6 |
Available from start. |
!! | Indep. | |
| 67 | Riff-Raff |
When Blind is selected, create 2 Common Jokers |
$6 |
Available from start. |
!! | On Blind Select | |
| 68 | Vampire |
This Joker gains X0.1 Mult per scoring Enhanced card played, removes card Enhancement |
$7 |
Available from start. |
Xm | Mixed | |
| 69 | Shortcut |
Allows Straights to be made with gaps of 1 rank |
$7 |
Available from start. |
!! | N/A | |
| 70 | Hologram |
This Joker gains X0.25 Mult every time a playing card is added to your deck |
$7 |
Available from start. |
Xm | Indep. | |
| 71 | Vagabond |
$8 |
Available from start. |
!! | Indep. | ||
| 72 | Baron |
Each King held in hand gives X1.5 Mult |
$8 |
Available from start. |
Xm | On Held | |
| 73 | Cloud 9 |
Earn $1 for each 9 in your full deck at end of round |
$7 |
Available from start. |
+$ | N/A | |
| 74 | Rocket |
Earn $1 at end of round. Payout increases by $2 when Boss Blind is defeated |
$6 |
Available from start. |
+$ | N/A | |
| 75 | Obelisk |
This Joker gains X0.2 Mult per consecutive hand played without playing your most played poker hand |
$8 |
Available from start. |
Xm | Mixed | |
| 76 | Midas Mask |
All played face cards become Gold cards when scored |
$7 |
Available from start. |
!! | On Played | |
| 77 | Luchador |
Sell this card to disable the current Boss Blind |
$5 |
Available from start. |
!! | N/A | |
| 78 | Photograph |
First played face card gives X2 Mult when scored |
$5 |
Available from start. |
Xm | On Scored | |
| 79 | Gift Card |
Add $1 of sell value to every Joker and Consumable card at end of round |
$6 |
Available from start. |
+$ | N/A | |
| 80 | Turtle Bean |
+5 hand size, reduces by 1 each round |
$6 |
Available from start. |
!! | N/A | |
| 81 | Erosion |
+4 Mult for each card below [the deck's starting size] in your full deck |
$6 |
Available from start. |
+m | Indep. | |
| 82 | Reserved Parking |
Each face card held in hand has a 1 in 2 chance to give $1 |
$6 |
Available from start. |
+$ | On Held | |
| 83 | Mail-In Rebate |
$4 |
Available from start. |
+$ | On Discard | ||
| 84 | To the Moon |
Earn an extra $1 of interest for every $5 you have at end of round |
$5 |
Available from start. |
+$ | N/A | |
| 85 | Hallucination |
1 in 2 chance to create a Tarot card when any Booster Pack is opened |
$4 |
Available from start. |
!! | N/A | |
| 86 | Fortune Teller |
$6 |
Available from start. |
+m | Indep. | ||
| 87 | Juggler |
+1 hand size |
$4 |
Available from start. |
!! | N/A | |
| 88 | Drunkard |
+1 discard each round |
$4 |
Available from start. |
!! | N/A | |
| 89 | Stone Joker |
Gives +25 Chips for each Stone Card in your full deck |
$6 |
Available from start. |
+c | Indep. | |
| 90 | Golden Joker |
Earn $4 at end of round |
$6 |
Available from start. |
+$ | N/A | |
| 91 | Lucky Cat |
This Joker gains X0.25 Mult every time a Lucky card successfully triggers |
$6 |
Available from start. |
Xm | Mixed | |
| 92 | Baseball Card |
$8 |
Available from start. |
Xm | On Other Jokers | ||
| 93 | Bull |
$6 |
Available from start. |
+c | Indep. | ||
| 94 | Diet Cola |
Sell this card to create a free Double Tag |
$6 |
Available from start. |
!! | N/A | |
| 95 | Trading Card |
If first discard of round has only 1 card, destroy it and earn $3 |
$6 |
Available from start. |
+$ | On Discard | |
| 96 | Flash Card |
This Joker gains +2 Mult per reroll in the shop |
$5 |
Available from start. |
+m | Indep. | |
| 97 | Popcorn |
$5 |
Available from start. |
+m | Indep. | ||
| 98 | Spare Trousers |
This Joker gains +2 Mult if played hand contains a Two Pair |
$6 |
Available from start. |
+m | Mixed | |
| 99 | Ancient Joker |
Each played card with [suit] gives X1.5 Mult when scored, |
$8 |
Available from start. |
Xm | On Scored | |
| 100 | Ramen |
$6 |
Available from start. |
Xm | Mixed | ||
| 101 | Walkie Talkie |
$4 |
Available from start. |
++ | On Scored | ||
| 102 | Seltzer |
Retrigger all cards played for the next 10 hands |
$6 |
Available from start. |
... | On Scored | |
| 103 | Castle |
This Joker gains +3 Chips per discarded [suit] card, suit changes every round |
$6 |
Available from start. |
+c | Mixed | |
| 104 | Smiley Face |
Played face cards give +5 Mult when scored |
$4 |
Available from start. |
+m | On Scored | |
| 105 | Campfire |
This Joker gains X0.25 Mult for each card sold, resets when Boss Blind is defeated |
$9 |
Available from start. |
Xm | Indep. | |
| 106 | Golden Ticket |
$5 |
Play a 5 card hand that contains only Gold cards |
+$ | On Scored | ||
| 107 | Mr. Bones |
Prevents Death if chips scored are at least 25% of required chips |
$5 |
Lose 5 runs |
!! | N/A | |
| 108 | Acrobat |
X3 Mult on final hand of round |
$6 |
Play 200 hands |
Xm | Indep. | |
| 109 | Sock and Buskin |
Retrigger all played face cards |
$6 |
Play a total of 300 face cards |
... | On Scored | |
| 110 | Swashbuckler |
Adds the sell value of all other owned Jokers to Mult |
$4 |
Sell a total of 20 Joker cards |
+m | Indep. | |
| 111 | Troubadour |
+2 hand size, |
$6 |
Win 5 consecutive rounds by playing only 1 hand |
!! | N/A | |
| 112 | Certificate |
When round begins, add a random playing card with a random seal to your hand |
$6 |
Have a Gold playing card with a Gold Seal |
!! | N/A | |
| 113 | Smeared Joker |
Hearts and Diamonds count as the same suit, Spades and Clubs count as the same suit |
$7 |
Have at least 3 Wild Card in your deck |
!! | N/A | |
| 114 | Throwback |
X0.25 Mult for each Blind skipped this run |
$6 |
Continue a saved run from the main menu |
Xm | Indep. | |
| 115 | Hanging Chad |
Retrigger first played card used in scoring 2 additional times |
$4 |
Beat a Boss Blind with a High Card |
... | On Scored | |
| 116 | Rough Gem |
$7 |
Have at least 30 cards with Diamond suit in your deck |
+$ | On Scored | ||
| 117 | Bloodstone |
1 in 2 chance for played cards with Heart suit to give X1.5 Mult when scored |
$7 |
Have at least 30 cards with Heart suit in your deck |
Xm | On Scored | |
| 118 | Arrowhead |
$7 |
Have at least 30 cards with Spade suit in your deck |
+c | On Scored | ||
| 119 | Onyx Agate |
$7 |
Have at least 30 cards with Club suit in your deck |
+m | On Scored | ||
| 120 | Glass Joker |
This Joker gains X0.75 Mult for every Glass Card that is destroyed |
$6 |
Have at least 5 Glass Cards in your deck |
Xm | Indep. | |
| 121 | Showman |
Joker, Tarot, Planet, and Spectral cards may appear multiple times |
$5 |
Reach Ante level 4 |
!! | N/A | |
| 122 | Flower Pot |
X3 Mult if poker hand contains a Diamond card, Club card, Heart card, and Spade card |
$6 |
Reach Ante level 8 |
Xm | Indep. | |
| 123 | Blueprint |
Copies ability of Joker to the right |
$10 |
Win a run |
!! | ||
| 124 | Wee Joker |
This Joker gains +8 Chips when each played 2 is scored |
$8 |
Win a run in 18 or fewer rounds |
+c | Mixed | |
| 125 | Merry Andy |
+3 discards each round, |
$7 |
Win a run in 12 or fewer rounds |
!! | N/A | |
| 126 | Oops! All 6s |
Doubles all listed probabilities |
$4 |
In one hand, earn at least 10,000 chips |
!! | N/A | |
| 127 | The Idol |
Each played [rank] of [suit] gives X2 Mult when scored |
$6 |
In one hand, earn at least 1,000,000 chips |
Xm | On Scored | |
| 128 | Seeing Double |
X2 Mult if played hand has a scoring Club card and a scoring card of any other suit |
$6 |
Play a hand that contains four 7 of Clubs |
Xm | Indep. | |
| 129 | Matador |
Earn $8 if played hand triggers the Boss Blind ability |
$7 |
Defeat a Boss Blind in 1 hand without using any discards |
+$ | Indep. | |
| 130 | Hit the Road |
This Joker gains X0.5 Mult for every Jack discarded this round |
$8 |
Discard 5 Jacks at the same time. |
Xm | Mixed | |
| 131 | The Duo |
$8 |
Win a run without playing a Pair. |
Xm | Indep. | ||
| 132 | The Trio |
X3 Mult if played hand contains a Three of a Kind |
$8 |
Win a run without playing a Three of a Kind. |
Xm | Indep. | |
| 133 | The Family |
X4 Mult if played hand contains a Four of a Kind |
$8 |
Win a run without playing a Four of a Kind. |
Xm | Indep. | |
| 134 | The Order |
$8 |
Win a run without playing a Straight. |
Xm | Indep. | ||
| 135 | The Tribe |
$8 |
Win a run without playing a Flush. |
Xm | Indep. | ||
| 136 | Stuntman |
+250 Chips, |
$7 |
Earn at least 100 million (100,000,000) Chips in a single hand. |
+c | Indep. | |
| 137 | Invisible Joker |
After 2 rounds, sell this card to Duplicate a random Joker |
$8 |
Win a run without ever having more than 4 Jokers |
!! | N/A | |
| 138 | Brainstorm |
Copies the ability of leftmost Joker |
$10 |
Discard a Royal Flush. |
!! | ||
| 139 | Satellite |
Earn $1 at end of round per unique Planet card used this run |
$6 |
Have at least $400. |
+$ | N/A | |
| 140 | Shoot the Moon |
Each Queen held in hand gives +13 Mult |
$5 |
Play every Heart card in your deck in one round. |
+m | On Held | |
| 141 | Driver's License |
X3 Mult if you have at least 16 Enhanced cards in your full deck |
$7 |
Enhance 16 cards in your deck |
Xm | Indep. | |
| 142 | Cartomancer |
$6 |
Discover every Tarot Card. |
!! | On Blind Select | ||
| 143 | Astronomer |
All Planet cards and Celestial Packs in the shop are free |
$8 |
Discover every Planet card |
!! | N/A | |
| 144 | Burnt Joker |
Upgrade the level of the first discarded poker hand each round |
$8 |
Sell 50 cards. |
!! | On Discard | |
| 145 | Bootstraps |
$7 |
Have at least 2 Polychrome Jokers at the same time. |
+m | Indep. | ||
| 146 | Canio |
This Joker gains X1 Mult when a face card is destroyed |
N/A | Xm | Mixed | ||
| 147 | Triboulet |
Played Kings and Queens each give X2 Mult when scored |
N/A | Xm | On Scored | ||
| 148 | Yorick |
This Joker gains X1 Mult every 23 [23] cards discarded |
N/A | Xm | Mixed | ||
| 149 | Chicot |
Disables effect of every Boss Blind |
N/A | !! | On Blind Select | ||
| 150 | Perkeo |
Creates a Negative copy of 1 random consumable card in your possession at the end of the shop |
N/A | !! | N/A |
Usage Notes
- Jokers are usually obtained through the Shop or Buffoon Packs. Other means include:
- Using the Judgement tarot card, The Soul or Wraith spectral card to create a Joker.
- Riff-Raff can create up to 2 common Jokers for each blind selected.
- Ankh can create a copy of a random Joker, at the cost of destroying all other destructible Jokers. This means that Ankh can't destroy Eternal Jokers.
- The Top-up Tag can create up to 2 common Jokers if you have space. The Uncommon Tag and Rare Tag generate a random Joker of their respective rarity when entering the Shop or rerolling.
- A duplicate Joker cannot spawn during the run if it already exists on screen, unless the player has Showman.
- Exceptions to this are duplicating an already owned Joker by using Ankh or Invisible Joker.
- If all unlocked Jokers of a specific rarity exist on the screen, every subsequent Joker instance of that rarity seen in the Shop or created using Joker generation (such as Judgement) will be replaced by Joker.
- Retroactively adding modifiers to Jokers can only be done through The Wheel of Fortune, Ectoplasm, or Hex.
- Hone and Glow Up make it more likely to find Jokers with editions in the Shop.
- Skipping a Blind for the Holographic Tag, Polychrome Tag, Negative Tag, or Foil Tag can guarantee an edition on a Joker in the next Shop.
- Joker slots begin at 5 most of the time, but there are exceptions and various ways to modify this.
- Purchasing Blank, and then Antimatter will let you gain +1 joker slot.
- Painted Deck only starts with 4 joker slots. The Cruelty and Blast Off Challenge Decks reduce joker slots as well, to 3 and 4 respectively.
- Black Deck has an additional joker slot, for a total of 6. The Five-Card Draw Challenge Deck also increases joker slots, to 7.
- Having Negative Jokers allows the player to have a Joker that gives an extra joker slot, essentially not taking up a slot.
- The Jokerless Challenge Deck bans all methods of obtaining jokers and sets joker slots to 0, making it impossible to use any. The Typecast Challenge Deck also sets joker slots to 0, but only after Ante 4.
- Jokers, like every other purchasable consumable or playing card, only need to be purchased once to be "discovered", even if the action is cancelled by quitting and reloading the save.
- This can be taken advantage of by selling run-winning Jokers, then buying undiscovered ones, quitting to the Main Menu, and loading the run again to undo the purchase while still having new Jokers discovered for their collection.
Trivia
- With the exception of Legendary Jokers, all Joker art includes the word "Joker" (though it is obscured on Smeared Joker).
- Before Balatro's first public release, there was an unused Joker in the sprite sheet of early demo versions. Its name was revealed to be Chaos Theory by artist Lumpy Touch, who also created the artwork for Vagabond.[1][2]
- Originally, there was going to be a Joker of a dog wearing a clown hat called "homework eating dog". However, after losing the original artwork for it, LocalThunk decided to scrap the idea.[3]
- Originally Balatro was only going to have 120 Jokers. This changed after a miscommunication with Playstack and LocalThunk discussing 150 Jokers, resulting in LocalThunk creating 30 more.[4]
References
- ↑ https://www.youtube.com/watch?v=E9Ua-xugI-w
- ↑ https://www.youtube.com/shorts/4-DBvufkkkc
- ↑ "I once made a dog wearing a clown hat as one of the original 150 Jokers in Balatro but I forgot to save the pixel art. Was going to be called the Homework eating Dog. I was so upset I couldn’t bring myself to remake it so I replaced it. Maybe in a future update 🤫" - LocalThunk on X/Twitter
- ↑ "I once told Playstack (my publisher) that the full version of Balatro would have 120 Jokers. In a meeting later that week they mentioned something about '150 Jokers' and instead of correcting them I just made 30 more Jokers lmao" - LocalThunk on X/Twitter










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