balatrocalc

balatro calculator
X Optimize Jokers (slow)
X Optimize Hand (slow)
0/7
High Card lvl.1
5
5X1
0/8
  Minimize Score
  The Flint
  Can't play checked hands (The Eye)
  Plasma Deck
  Observatory

Joker Configuration

- 1 + Count 1
- 0 + Value 0
Search
+50 ChipsFoil
+10 MultHolographic
X1.5 MultPolychrome
Does not triggerDisabled

Card Selection

- 1 + Count 1
+50 ChipsFoil
+10 MultHolographic
X1.5 MultPolychrome
+30 ChipsBonus Card
+4 MultMult Card
Can be used
as any suit
Wild Card
X2 Mult
1 in 4 chance to
destroy card
Glass Card
X1.5 Mult
while this card
stays in hand
Steel Card
+50 ChipsStone Card
$3 if this card
is in hand
at end of round
Gold Card
1 in 5 chance
for +20 Mult
1 in 15 chance
to win $20
Lucky Card
Retrigger this
card 1 time
Red Seal
Does not triggerDisabled
 High Contrast

Hand Types & Levels

Score Breakdown

- 0 + Value 0
- 0 + Sell 0
+50 ChipsFoil
+10 MultHolographic
X1.5 MultPolychrome
Does not triggerDisabled

How Balatro scoring works (Chips × Mult)

Balatro’s final score for a hand is always Score = Chips × Mult. The tricky part is that lots of effects modify current Chips/Mult in a specific order—especially Jokers—so swapping Joker order can change your result.

Core terms

Typical scoring order (mental model)

  1. Pick the hand type (Pair / Flush / Straight…) and its level → gives base Chips & base Mult.
  2. Score the played cards (enhancements/editions can add Chips or Mult/XMult).
  3. Trigger Jokers (usually left → right), each reading/modifying the current values.
  4. Compute final Chips × Mult.

Why Joker order changes your score

If you have both “+Mult” and “XMult” effects, putting XMult later often yields a higher Mult.

Example: start at Chips=100, Mult=10. Joker A gives +10 Mult, Joker B gives X2 Mult.

Tip: Use the in-app Breakdown view to see the exact step-by-step changes to Chips and Mult, then swap Joker order and compare.