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ChoostApril 30, 2026by Choost Games
Topic:Deckbuilders

Balatro Joker Tier List: Ranking Every Card That Actually Matters

All 150 Balatro Jokers ranked from S to D tier for Gold Stake clears. Blueprint is still broken. Cavendish still hasn't self-destructed. We checked.

Balatro has 150 Jokers. Some of them will carry you through Ante 8 while you eat a sandwich with your free hand. Some of them will sit in your Joker slot doing nothing useful while you lose to a Boss Blind you should have beaten. The difference between the two categories is what this tier list is about.

These rankings are built for Gold Stake clears, beating Ante 8 at the highest base difficulty. Endless Mode scaling is a different conversation where economy Jokers matter more and everything eventually breaks. We're not ranking for Endless. We're ranking for "did you win the run."

A quick note on Joker rarity: Commons show up 70% of the time in shops, Uncommons 25%, Rares 5%, and Legendaries only appear from the Soul Spectral card (1-in-5 chance when you get one). You'll see a lot more Cavendish than Perkeo. That's the game working as intended. The S-tier Rare and Legendary Jokers are designed to feel like finding a winning lottery ticket. The S-tier Commons are designed to feel like the game handing you a loaded weapon.

With 150 cards to evaluate, we're focusing on the ones that actually shape runs. Every S and A-tier Joker gets individual commentary. B-tier gets briefer treatment. C and D get the speed round. Nobody needs 200 words on why Misprint is mediocre.

Which Balatro Jokers are S-tier?

Blueprint, Brainstorm, Cavendish, Triboulet, Throwback, Canio, Perkeo, DNA, Baron, and Chicot are the S-tier Jokers in Balatro. These eleven cards can single-handedly carry Gold Stake runs through Ante 8, offering game-breaking multipliers, scaling, or utility that redefines what a single run can achieve.

These Jokers don't just improve your runs. They redefine what's possible. Seeing any of these in the shop should make your hand reach for the buy button before your brain finishes processing the price.

Blueprint (Rare)

The best Joker in Balatro. Full stop. Blueprint copies the ability of whatever Joker sits to its right, which means it's only as good as your best Joker, and it turns your best Joker into two of your best Joker. The positioning flexibility is what elevates it from "very good" to "broken." Before the small blind, slide Blueprint next to your economy Joker. During scoring, slide it next to your biggest multiplier. Between hands, reposition it next to your scaling engine. One card, three different functions per round, zero cooldown.

Every experienced player has a "Blueprint saved my run" story. Most of them have several.

Brainstorm (Rare)

Blueprint's mirror twin. Copies the leftmost Joker instead of the rightmost. Slightly less flexible because the leftmost slot is harder to reposition around, but the core effect (doubling your strongest Joker) is identical. The galaxy-brain play is running both Blueprint and Brainstorm with one scaling Joker between them. Triple the effect. The game was not designed to survive this.

Triboulet (Legendary)

Doubles the mult for every King or Queen scored. With a face-card-heavy hand of five, Triboulet alone can produce enough mult to clear mid-game blinds without any other Jokers helping. Pair it with mult card enhancements and the numbers stop making sense. Legendary rarity means you'll see it rarely, but when you do, the run is over. You won.

Cavendish (Common)

x3 Mult. No conditions. No setup. No build-around requirements. Just a flat x3 multiplier applied every single hand. The "drawback" is a 1-in-1,000 chance of self-destructing at the end of each round. In practice, Cavendish almost never dies. You'll complete hundreds of runs before it triggers once. The fact that this is a Common, available 70% of the time in shops, makes it arguably the most impactful card in the game on a per-run basis. You'll see Blueprint three times in your Balatro career. You'll see Cavendish thirty.

Throwback (Uncommon)

x0.25 Mult for every Blind skipped. Sounds modest. Does math. By Ante 8, if you've skipped aggressively, Throwback can reach x4 or higher. A Polychrome Throwback is one of the most disgusting things in the game. The strategy it enables (intentionally skipping Blinds for long-term scaling) creates a completely different decision tree than normal play. Throwback runs don't feel like normal Balatro. They feel like you're playing a different game where patience is a weapon.

Canio (Legendary)

x1 Mult per face card destroyed. Destroying face cards sounds painful until you realize the payoff is exponential. Ten destroyed face cards gives x11 Mult on a single Joker. The deck gets smaller and more consistent as you sacrifice cards, which means your remaining hands hit harder with less variance. Canio rewards commitment. Half-measures produce mediocre results. Going all-in produces absurdity.

Perkeo (Legendary)

Creates a negative copy of a random consumable each round. Negative cards don't take inventory space. Over a long run, Perkeo generates a stockpile of free consumables that let you manipulate your deck, enhance cards, and destroy problems without spending money. The value compounds every round. By Ante 6, Perkeo has usually given you enough free tools to solve any problem the game throws at you.

DNA (Uncommon)

If the first hand of the round has only one card, permanently copies it into your deck. This sounds like a niche condition. It's actually trivially easy to set up. DNA + a single enhanced card = a deck that gets more consistent every round. Steel card decks with DNA are one of the most reliable Gold Stake strategies in the game. The snowball starts slow and becomes unstoppable.

Baron (Uncommon)

x1.5 Mult per King held in hand (not played, held). Baron rewards you for keeping Kings in your hand while playing other cards, which inverts normal Balatro logic where you want to play your best cards. With three Kings held, Baron provides x4.5 Mult passively while you score with whatever else you drew. The interaction with Mime (which retriggers held cards) makes Baron + Mime one of the most reliable two-card combos in the game.

Chicot (Legendary)

Disables Boss Blind effects. That's it. That's the entire card. Boss Blinds are the hardest part of every Ante, and Chicot makes them into regular Blinds. Some Boss Blinds (Violet Vessel, The Needle) can end otherwise-perfect runs through their effects alone. Chicot removes that variance entirely. It won't make your scoring better, but it removes the single most common cause of losing runs you should have won.

Which Balatro Jokers are A-tier?

Mime, Hologram, Vampire, Constellation, Photograph, Card Sharp, Spare Trousers, Mr. Bones, Stuntman, and Four Fingers make up Balatro's A-tier Jokers. These cards complete builds, enable powerful strategies, and turn close wins into comfortable Gold Stake clears, though they can't solo-carry runs the way S-tier picks can.

These Jokers can't solo-carry a run the way S-tier picks can, but they complete builds, enable strategies, and turn marginal wins into comfortable ones. You're always happy to see these in the shop.

Mime (Uncommon)

Retriggers the effect of all held cards. With Steel cards in hand, Mime multiplies your mult for each one held. With Baron providing mult per held King, Mime doubles the Baron bonus. Mime is the connective tissue between "cards I'm holding" strategies and "cards I'm playing" strategies. Every held-card build wants Mime.

Hologram (Uncommon)

Gains x0.25 Mult every time a playing card is added to your deck. In any run where you're buying cards from the shop or getting them from events, Hologram quietly scales into a monster. By Ante 7, a Hologram that's been in your lineup since Ante 2 often has x2-3 Mult. Not flashy. Devastatingly effective.

Vampire (Uncommon)

Gains mult for every Enhanced card played, then removes the enhancement. The nerf in 2024 reduced its ceiling, but the floor is still excellent. Vampire turns surplus enhancements into permanent scaling. The card rewards fluid deckbuilding: enhance cards, play them, let Vampire eat the enhancements, enhance more cards. An ecosystem, not a combo.

Constellation (Uncommon)

Gains x0.1 Mult every time a Planet card is used. Planet cards level up your poker hands, and you're using them every run anyway. Constellation passively rewards something you're already doing. By Ante 8, it's usually sitting at x1.5-2.0 without any special investment. Free scaling attached to normal play patterns.

Photograph (Uncommon)

x2 Mult on the first face card scored in each hand. In any deck running face cards (which is most decks), Photograph is a reliable x2 every single hand. No scaling, no conditions beyond "play a face card first." Photograph is boring in the best possible way.

Card Sharp (Uncommon)

x3 Mult if the same poker hand was played in this round. Play Two Pair, play Two Pair again, second one gets x3. The condition sounds restrictive but in practice most players default to one hand type per round anyway. Card Sharp rewards consistency without requiring you to change your play patterns.

Spare Trousers (Uncommon)

Gains mult every time you play a Two Pair. Scales indefinitely. Two Pair is one of the easiest hands to assemble consistently, and Spare Trousers turns that consistency into permanent scaling. The card punishes flexibility: you want to play Two Pair every hand, even when a better hand is available, but the payoff is reliable.

Mr. Bones (Uncommon)

If you fail a Blind but scored at least 25% of the target, Mr. Bones destroys itself and you win anyway. Insurance against bad draws, bad math, or bad luck. Mr. Bones has saved more runs than any other single card in the A-tier. It's the card you're most grateful for and least excited to buy.

Stuntman (Uncommon)

+250 Chips. That's a massive flat addition to every hand. The downside is -2 hand size, which restricts your scoring options. But 250 chips on top of your existing hand often pushes marginal hands over the threshold. Stuntman is the brute-force solution to "I don't have enough chips."

Four Fingers (Uncommon)

Lets you make Straights and Flushes with only four cards instead of five. This fundamentally changes deck construction. Four-card Flushes are dramatically easier to assemble than five-card Flushes, and the hand still scores at full value. Four Fingers enables strategies that literally wouldn't exist without it.

Which Balatro Jokers are B-tier?

Balatro's B-tier Jokers include Fibonacci, Wee Joker, Hiker, Rocket, Golden Joker, Egg, Lucky Cat, Abstract Joker, and Fortune Teller. These are solid transition pieces you'll gladly buy early but sell when something stronger appears. They do their jobs without defining your run.

Good Jokers that do their jobs. You'll buy them when they show up and sell them when something better appears. The defining characteristic of B-tier: they're transition pieces, not cornerstones.

JokerEffectNotes
Fibonacci+8 Mult per Ace, 2, 3, 5, or 8 playedStrong flat mult that stacks quickly in the right deck
Wee JokerChips per round survivedSlow-building but reliable
HikerPermanently adds chips to every played cardSubtle and powerful over long runs
RocketIncreasing money payout per roundStrong early, sell mid-game when passive interest outpaces it
Golden Joker$4 per roundSimple economy. Sell at $25+ balance when interest takes over
EggGains $3 sell value per roundBuy early, sell Ante 5-6 for maximum return
Lucky CatGains mult on triggered Lucky cardsSnowballs hard in Lucky-focused builds
Abstract Joker+3 Mult per Joker heldSimple, scales with Joker count
Fortune Teller+1 Mult per Tarot usedPassive scaling from normal play

Which Balatro Jokers are C-tier?

C-tier Jokers in Balatro, including Misprint, Odd Todd, Even Steven, Raised Fist, Green Joker, Credit Card, and Ramen, have niche uses that rarely justify a Joker slot. Their drawbacks, variance, or restrictions consistently outweigh their benefits compared to anything in B-tier or above.

These Jokers have uses. Those uses rarely justify the slot.

JokerEffectWhy It Falls Short
MisprintRandom mult between 0 and +23Variance actively hurts planning
Odd ToddMult for playing odd-value cardsRestricts your hand options
Even StevenMult for playing even-value cardsRestricts your hand options
Raised FistMult based on lowest card heldPunishes good hands
Green JokerGains mult per hand played, loses mult per discardBrittle scaling
Credit Card$20 of debtSounds like economy, actually just delayed poverty
Ramen+x0.01 Mult, loses it on discardsAnti-synergy with normal play patterns makes it worse than it looks

Which Balatro Jokers are D-tier?

D-tier Jokers like Marble Joker, Madness, Luchador, Popcorn, Ice Cream, and Ceremonial Dagger actively hurt your runs more than they help. These cards dilute your deck, destroy other Jokers, or lose value every round. Skip them in the shop every time.

JokerEffectWhy You Should Skip It
Marble JokerAdds a Stone card to your deck when a Blind is selectedSounds like free stuff, actually dilutes your deck
MadnessDestroys a random Joker when a Blind is selectedThe randomness is the problem, not the concept
LuchadorSells itself to disable the current Boss BlindChicot does this permanently without self-destructing
Popcorn+20 Mult, loses 4 per roundA ticking clock that feels bad every time
Ice Cream+100 Chips, loses 5 per hand playedSame problem, worse feeling
Ceremonial DaggerGains mult when a Joker is destroyedRequires destroying Jokers, which is usually bad

The Actual Takeaway

The key to Balatro's Joker system is building functional decks from whatever the shop offers across just five Joker slots. Blueprint and Brainstorm rank highest because they multiply your existing strength, Cavendish dominates because of its Common rarity and availability, and true mastery means making any lineup work.

Balatro's Joker system is designed around scarcity and positioning. You have five Joker slots. The S-tier list has eleven cards on it. You will never have all of them in one run. The skill of Balatro isn't finding S-tier Jokers; it's building functional decks from whatever the shop gives you, which is usually two Commons and an Uncommon you've never heard of.

Blueprint and Brainstorm are the best cards in the game because they multiply whatever you already have. Cavendish is the most impactful card in the game because you'll actually see it. The Legendaries are lottery tickets: incredible when they show up, irrelevant to your average run.

The tier list above tells you what to buy when you see it. The game itself teaches you what to do when you don't see any of it. That's the part that takes 500 hours.

Balatro is available on Steam. If you're into deckbuilders, it's the one that proved poker and roguelikes belong together, and if you want something with less math and more grandmothers, Granny's Rampage launched on Steam June 22.

Frequently Asked Questions

What are the best Jokers in Balatro?

The best Jokers in Balatro for Gold Stake clears are Blueprint, Brainstorm, Cavendish, Triboulet, Throwback, Canio, Perkeo, DNA, Baron, and Chicot. Blueprint and Brainstorm rank highest because they copy other Joker abilities, while Cavendish is the most impactful on a per-run basis due to its Common rarity and 70% shop appearance rate.

Is Blueprint the best Joker in Balatro?

Yes, Blueprint is widely considered the best Joker in Balatro. It copies the ability of whatever Joker sits to its right, letting you reposition it between hands to double your economy, multiplier, or scaling engine. The flexibility of functioning as three different Jokers per round makes it unmatched.

What does Cavendish do in Balatro?

Cavendish is a Common Joker that gives a flat x3 Mult every hand with no conditions or setup required. Its only drawback is a 1-in-1,000 chance of self-destructing each round, which almost never triggers. As a Common, it appears in 70% of shops, making it the most consistently impactful Joker in the game.

Which Balatro Jokers should you never buy?

D-tier Jokers to skip include Marble Joker (dilutes your deck), Madness (randomly destroys your Jokers), Popcorn (loses mult every round), Ice Cream (loses chips every hand), Luchador (inferior to Chicot), and Ceremonial Dagger (requires destroying Jokers). These cards hurt your runs more than they help.

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Like roguelites and bullet heavens? Try Granny's Rampage.
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