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 Common

Available from start.

+m Indep.
2
Greedy Joker

Played cards with  Diamond suit give +3 Mult when scored

$5 Common

Available from start.

+m On Scored
3
Lusty Joker

Played cards with  Heart suit give +3 Mult when scored

$5 Common

Available from start.

+m On Scored
4
Wrathful Joker

Played cards with  Spade suit give +3 Mult when scored

$5 Common

Available from start.

+m On Scored
5
Gluttonous Joker

Played cards with  Club suit give +3 Mult when scored

$5 Common

Available from start.

+m On Scored
6
Jolly Joker

+8 Mult if played hand contains a Pair

$3 Common

Available from start.

+m Indep.
7
Zany Joker

+12 Mult if played hand contains a Three of a Kind

$4 Common

Available from start.

+m Indep.
8
Mad Joker

+10 Mult if played hand contains a Two Pair

$4 Common

Available from start.

+m Indep.
9
Crazy Joker

+12 Mult if played hand contains a Straight

$4 Common

Available from start.

+m Indep.
10
Droll Joker

+10 Mult if played hand contains a Flush

$4 Common

Available from start.

+m Indep.
11
Sly Joker

+50 Chips if played hand contains a Pair

$3 Common

Available from start.

+c Indep.
12
Wily Joker

+100 Chips if played hand contains a Three of a Kind

$4 Common

Available from start.

+c Indep.
13
Clever Joker

+80 Chips if played hand contains a Two Pair

$4 Common

Available from start.

+c Indep.
14
Devious Joker

+100 Chips if played hand contains a Straight

$4 Common

Available from start.

+c Indep.
15
Crafty Joker

+80 Chips if played hand contains a Flush

$4 Common

Available from start.

+c Indep.
16
Half Joker

+20 Mult if played hand contains 3 or fewer cards

$5 Common

Available from start.

+m Indep.
17
Joker Stencil

X1 Mult for each empty Joker slot
Joker Stencil included
(Currently X1)

$8 Uncommon

Available from start.

Xm Indep.
18
Four Fingers

All Flushes and Straights can be made with 4 cards

$7 Uncommon

Available from start.

!! N/A
19
Mime

Retrigger all card held in hand abilities

$5 Uncommon

Available from start.

... On Held
20
Credit Card

Go up to -$20 in debt

$1 Common

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
(Currently +0 Mult)

$6 Uncommon

Available from start.

+m Indep.
22
Banner

+30 Chips for each remaining discard

$5 Common

Available from start.

+c Indep.
23
Mystic Summit

+15 Mult when 0 discards remaining

$5 Common

Available from start.

+m Indep.
24
Marble Joker

Adds one Stone card to the deck when Blind is selected

$6 Uncommon

Available from start.

!! On Blind Select
25
Loyalty Card

X4 Mult every 6 hands played
5 remaining

$5 Uncommon

Available from start.

Xm Indep.
26
8 Ball

1 in 4 chance for each played 8 to create a Tarot card when scored
(Must have room)

$5 Common

Available from start.

!! On Scored
27
Misprint

+0-23 Mult

$4 Common

Available from start.

+m Indep.
28
Dusk

Retrigger all played cards in final hand of the round

$5 Uncommon

Available from start.

... On Scored
29
Raised Fist

Adds double the rank of lowest ranked card held in hand to Mult

$5 Common

Available from start.

+m On Held
30
Chaos the Clown

1 free Reroll per shop

$4 Common

Available from start.

!! N/A
31
Fibonacci

Each played Ace, 2, 3, 5, or 8 gives +8 Mult when scored

$8 Uncommon

Available from start.

+m On Scored
32
Steel Joker

Gives X0.2 Mult for each Steel Card in your full deck
(Currently X1 Mult)

$7 Uncommon

Available from start.

Xm Indep.
33
Scary Face

Played face cards give +30 Chips when scored

$4 Common

Available from start.

+c On Scored
34
Abstract Joker

+3 Mult for each Joker card
(Currently +0 Mult)

$4 Common

Available from start.

+m Indep.
35
Delayed Gratification

Earn $2 per discard if no discards are used by end of the round

$4 Common

Available from start.

+$ N/A
36
Hack

Retrigger each played 2, 3, 4, or 5

$6 Uncommon

Available from start.

... On Scored
37
Pareidolia

All cards are considered face cards

$5 Uncommon

Available from start.

!! N/A
38
Gros Michel

+15 Mult
1 in 6 chance this is destroyed at the end of round.

$5 Common

Available from start.

+m Indep.
39
Even Steven

Played cards with even rank give +4 Mult when scored
(10, 8, 6, 4, 2)

$4 Common

Available from start.

+m On Scored
40
Odd Todd

Played cards with odd rank give +31 Chips when scored
(A, 9, 7, 5, 3)

$4 Common

Available from start.

+c On Scored
41
Scholar

Played Aces give +20 Chips and +4 Mult when scored

$4 Common

Available from start.

++ On Scored
42
Business Card

Played face cards have a 1 in 2 chance to give $2 when scored

$4 Common

Available from start.

+$ On Scored
43
Supernova

Adds the number of times poker hand has been played this run to Mult

$5 Common

Available from start.

+m Indep.
44
Ride the Bus

This Joker gains +1 Mult per consecutive hand played without a scoring face card
(Currently +0 Mult)

$6 Common

Available from start.

+m Mixed
45
Space Joker

1 in 4 chance to upgrade level of played poker hand

$5 Uncommon

Available from start.

!! On Played
46
Egg

Gains $3 of sell value at end of round

$4 Common

Available from start.

+$ N/A
47
Burglar

When Blind is selected, gain +3 Hands and lose all discards

$6 Uncommon

Available from start.

!! On Blind Select
48
Blackboard

X3 Mult if all cards held in hand are  Spades or  Clubs

$6 Uncommon

Available from start.

Xm Indep.
49
Runner

Gains +15 Chips if played hand contains a Straight
(Currently +0 Chips)

$5 Common

Available from start.

+c Mixed
50
Ice Cream

+100 Chips
-5 Chips for every hand played

$5 Common

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 Rare

Available from start.

!! On Played
52
Splash

Every played card counts in scoring

$3 Common

Available from start.

!! N/A
53
Blue Joker

+2 Chips for each remaining card in deck
(Currently +104 Chips)

$5 Common

Available from start.

+c Indep.
54
Sixth Sense

If first hand of round is a single 6, destroy it and create a Spectral card
(Must have room)

$6 Uncommon

Available from start.

!! N/A
55
Constellation

This Joker gains X0.1 Mult every time a Planet card is used
(Currently X1 Mult)

$6 Uncommon

Available from start.

Xm Indep.
56
Hiker

Every played card permanently gains +5 Chips when scored

$5 Uncommon

Available from start.

+c On Scored
57
Faceless Joker

Earn $5 if 3 or more face cards are discarded at the same time

$4 Common

Available from start.

+$ On Discard
58
Green Joker

+1 Mult per hand played
-1 Mult per discard
(Currently +0 Mult)

$4 Common

Available from start.

+m Mixed
59
Superposition

Create a Tarot card if poker hand contains an Ace and a Straight
(Must have room)

$4 Common

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 Common

Available from start.

+$ On Played
61
Cavendish

X3 Mult
1 in 1000 chance this card is destroyed at the end of round

$4 Common

Available from start.

Xm Indep.
62
Card Sharp

X3 Mult if played poker hand has already been played this round

$6 Uncommon

Available from start.

Xm Indep.
63
Red Card

This Joker gains +3 Mult when any Booster Pack is skipped
(Currently +0 Mult)

$5 Common

Available from start.

+m Indep.
64
Madness

When Small Blind or Big Blind is selected, gain X0.5 Mult and destroy a random Joker
(Currently X1 Mult)

$7 Uncommon

Available from start.

Xm Indep.
65
Square Joker

This Joker gains +4 Chips if played hand has exactly 4 cards
(Currently 0 Chips)

$4 Common

Available from start.

+c Mixed
66
Séance

If poker hand is a Straight Flush, create a random Spectral card
(Must have room)

$6 Uncommon

Available from start.

!! Indep.
67
Riff-Raff

When Blind is selected, create 2 Common Jokers
(Must have room)

$6 Common

Available from start.

!! On Blind Select
68
Vampire

This Joker gains X0.1 Mult per scoring Enhanced card played, removes card Enhancement
(Currently X1 Mult)

$7 Uncommon

Available from start.

Xm Mixed
69
Shortcut

Allows Straights to be made with gaps of 1 rank
(ex: 10 8 6 5 3)

$7 Uncommon

Available from start.

!! N/A
70
Hologram

This Joker gains X0.25 Mult every time a playing card is added to your deck
(Currently X1 Mult)

$7 Uncommon

Available from start.

Xm Indep.
71
Vagabond

Create a Tarot card if hand is played with $4 or less

$8 Rare

Available from start.

!! Indep.
72
Baron

Each King held in hand gives X1.5 Mult

$8 Rare

Available from start.

Xm On Held
73
Cloud 9

Earn $1 for each 9 in your full deck at end of round
(Currently $4)

$7 Uncommon

Available from start.

+$ N/A
74
Rocket

Earn $1 at end of round. Payout increases by $2 when Boss Blind is defeated

$6 Uncommon

Available from start.

+$ N/A
75
Obelisk

This Joker gains X0.2 Mult per consecutive hand played without playing your most played poker hand
(Currently X1 Mult)

$8 Rare

Available from start.

Xm Mixed
76
Midas Mask

All played face cards become Gold cards when scored

$7 Uncommon

Available from start.

!! On Played
77
Luchador

Sell this card to disable the current Boss Blind

$5 Uncommon

Available from start.

!! N/A
78
Photograph

First played face card gives X2 Mult when scored

$5 Common

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 Uncommon

Available from start.

+$ N/A
80
Turtle Bean

+5 hand size, reduces by 1 each round

$6 Uncommon

Available from start.

!! N/A
81
Erosion

+4 Mult for each card below [the deck's starting size] in your full deck
(Currently +0 Mult)

$6 Uncommon

Available from start.

+m Indep.
82
Reserved Parking

Each face card held in hand has a 1 in 2 chance to give $1

$6 Common

Available from start.

+$ On Held
83
Mail-In Rebate

Earn $5 for each discarded [rank], rank changes every round

$4 Common

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 Uncommon

Available from start.

+$ N/A
85
Hallucination

1 in 2 chance to create a Tarot card when any Booster Pack is opened
(Must have room)

$4 Common

Available from start.

!! N/A
86
Fortune Teller

+1 Mult per Tarot card used this run
(Currently +0)

$6 Common

Available from start.

+m Indep.
87
Juggler

+1 hand size

$4 Common

Available from start.

!! N/A
88
Drunkard

+1 discard each round

$4 Common

Available from start.

!! N/A
89
Stone Joker

Gives +25 Chips for each Stone Card in your full deck
(Currently +0 Chips)

$6 Uncommon

Available from start.

+c Indep.
90
Golden Joker

Earn $4 at end of round

$6 Common

Available from start.

+$ N/A
91
Lucky Cat

This Joker gains X0.25 Mult every time a Lucky card successfully triggers
(Currently X1 Mult)

$6 Uncommon

Available from start.

Xm Mixed
92
Baseball Card

Uncommon Jokers each give X1.5 Mult

$8 Rare

Available from start.

Xm On Other Jokers
93
Bull

+2 Chips for each $1 you have
(Currently +0 Chips)

$6 Uncommon

Available from start.

+c Indep.
94
Diet Cola

Sell this card to create a free Double Tag

$6 Uncommon

Available from start.

!! N/A
95
Trading Card

If first discard of round has only 1 card, destroy it and earn $3

$6 Uncommon

Available from start.

+$ On Discard
96
Flash Card

This Joker gains +2 Mult per reroll in the shop
(Currently +0 Mult)

$5 Uncommon

Available from start.

+m Indep.
97
Popcorn

+20 Mult
-4 Mult per round played

$5 Common

Available from start.

+m Indep.
98
Spare Trousers

This Joker gains +2 Mult if played hand contains a Two Pair
(Currently +0 Mult)

$6 Uncommon

Available from start.

+m Mixed
99
Ancient Joker

Each played card with [suit] gives X1.5 Mult when scored,
suit changes at end of round

$8 Rare

Available from start.

Xm On Scored
100
Ramen

X2 Mult, loses X0.01 Mult per card discarded

$6 Uncommon

Available from start.

Xm Mixed
101
Walkie Talkie

Each played 10 or 4 gives +10 Chips and +4 Mult when scored

$4 Common

Available from start.

++ On Scored
102
Seltzer

Retrigger all cards played for the next 10 hands

$6 Uncommon

Available from start.

... On Scored
103
Castle

This Joker gains +3 Chips per discarded [suit] card, suit changes every round
(Currently +0 Chips)

$6 Uncommon

Available from start.

+c Mixed
104
Smiley Face

Played face cards give +5 Mult when scored

$4 Common

Available from start.

+m On Scored
105
Campfire

This Joker gains X0.25 Mult for each card sold, resets when Boss Blind is defeated
(Currently X1 Mult)

$9 Rare

Available from start.

Xm Indep.
106
Golden Ticket

Played Gold cards earn $4 when scored

$5 Common

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
self destructs

$5 Uncommon

Lose 5 runs

!! N/A
108
Acrobat

X3 Mult on final hand of round

$6 Uncommon

Play 200 hands

Xm Indep.
109
Sock and Buskin

Retrigger all played face cards

$6 Uncommon

Play a total of 300 face cards

... On Scored
110
Swashbuckler

Adds the sell value of all other owned Jokers to Mult
(Currently +1 Mult)

$4 Common

Sell a total of 20 Joker cards

+m Indep.
111
Troubadour

+2 hand size,
-1 hand each round

$6 Uncommon

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 Uncommon

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 Uncommon

Have at least 3 Wild Card in your deck

!! N/A
114
Throwback

X0.25 Mult for each Blind skipped this run
(Currently X1 Mult)

$6 Uncommon

Continue a saved run from the main menu

Xm Indep.
115
Hanging Chad

Retrigger first played card used in scoring 2 additional times

$4 Common

Beat a Boss Blind with a High Card

... On Scored
116
Rough Gem

Played cards with  Diamond suit earn $1 when scored

$7 Uncommon

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 Uncommon

Have at least 30 cards with Heart suit in your deck

Xm On Scored
118
Arrowhead

Played cards with  Spade suit give +50 Chips when scored

$7 Uncommon

Have at least 30 cards with Spade suit in your deck

+c On Scored
119
Onyx Agate

Played cards with  Club suit give +7 Mult when scored

$7 Uncommon

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
(Currently X1 Mult)

$6 Uncommon

Have at least 5 Glass Cards in your deck

Xm Indep.
121
Showman

Joker, Tarot, Planet, and Spectral cards may appear multiple times

$5 Uncommon

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 Uncommon

Reach Ante level 8

Xm Indep.
123
Blueprint

Copies ability of Joker to the right

$10 Rare

Win a run

!!
124
Wee Joker

This Joker gains +8 Chips when each played 2 is scored
(Currently +0 Chips)

$8 Rare

Win a run in 18 or fewer rounds

+c Mixed
125
Merry Andy

+3 discards each round,
-1 hand size

$7 Uncommon

Win a run in 12 or fewer rounds

!! N/A
126
Oops! All 6s

Doubles all listed probabilities
(ex: 1 in 3 -> 2 in 3)

$4 Uncommon

In one hand, earn at least 10,000 chips

!! N/A
127
The Idol

Each played [rank] of [suit] gives X2 Mult when scored
Card changes every round

$6 Uncommon

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 Uncommon

Play a hand that contains four 7 of Clubs

Xm Indep.
129
Matador

Earn $8 if played hand triggers the Boss Blind ability

$7 Uncommon

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
(Currently X1 Mult)

$8 Rare

Discard 5 Jacks at the same time.

Xm Mixed
131
The Duo

X2 Mult if played hand contains a Pair

$8 Rare

Win a run without playing a Pair.

Xm Indep.
132
The Trio

X3 Mult if played hand contains a Three of a Kind

$8 Rare

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 Rare

Win a run without playing a Four of a Kind.

Xm Indep.
134
The Order

X3 Mult if played hand contains a Straight

$8 Rare

Win a run without playing a Straight.

Xm Indep.
135
The Tribe

X2 Mult if played hand contains a Flush

$8 Rare

Win a run without playing a Flush.

Xm Indep.
136
Stuntman

+250 Chips,
-2 hand size

$7 Rare

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
(Currently 0/2)
(Removes Negative from copy)

$8 Rare

Win a run without ever having more than 4 Jokers

!! N/A
138
Brainstorm

Copies the ability of leftmost Joker

$10 Rare

Discard a Royal Flush.

!!
139
Satellite

Earn $1 at end of round per unique Planet card used this run

$6 Uncommon

Have at least $400.

+$ N/A
140
Shoot the Moon

Each Queen held in hand gives +13 Mult

$5 Common

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
(Currently 0)

$7 Rare

Enhance 16 cards in your deck

Xm Indep.
142
Cartomancer

Create a Tarot card when Blind is selected
(Must have room)

$6 Uncommon

Discover every Tarot Card.

!! On Blind Select
143
Astronomer

All Planet cards and Celestial Packs in the shop are free

$8 Uncommon

Discover every Planet card

!! N/A
144
Burnt Joker

Upgrade the level of the first discarded poker hand each round

$8 Rare

Sell 50 cards.

!! On Discard
145
Bootstraps

+2 Mult for every $5 you have
(Currently +0 Mult)

$7 Uncommon

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
(Currently X1 Mult)

N/A Legendary

Find this Joker from the Soul card.

Xm Mixed
147
Triboulet

Played Kings and Queens each give X2 Mult when scored

N/A Legendary

Find this Joker from the Soul card.

Xm On Scored
148
Yorick

This Joker gains X1 Mult every 23 [23] cards discarded
(Currently X1 Mult)

N/A Legendary

Find this Joker from the Soul card.

Xm Mixed
149
Chicot

Disables effect of every Boss Blind

N/A Legendary

Find this Joker from the Soul card.

!! 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 Legendary

Find this Joker from the Soul card.

!! 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

  1. https://www.youtube.com/watch?v=E9Ua-xugI-w
  2. https://www.youtube.com/shorts/4-DBvufkkkc
  3. "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
  4. "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