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Controls and Basic Actions — Balatro Guide
Balatro

Controls and Basic Actions — Balatro Guide

Learn the essential controls and basic actions in Balatro to get started. This guide covers early game strategies, mid-game pivots, and powerful build synergies for winning runs.

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Controls and Basic Actions — Balatro Guide

Learn the essential controls and basic actions in Balatro to get started. This guide covers early game strategies, mid-game pivots, and powerful build synergies for winning runs.

Alright, let's get you started with the absolute basics of Balatro! Think of this as your friendly rundown on how to actually play the game, from moving around to understanding what you're trying to achieve early on. We'll cover how to get a good foundation going and then how to build on that as you get deeper into the game.

Early Game Focus: Your main goal when you first start out should be to snag a solid Joker that boosts your Chips or Multiplier. Without one of these, you'll probably hit a wall around the Ante 2 Boss Blind, or even before that. Keep an eye out for these helpful Jokers:

  • Scary Face, Smiley Face, Odd Todd, and Even Steven are great for giving you Chips or Mult based on the ranks of cards you play.
  • The four Sinful Jokers (Wrathful Joker, Lusty Joker, Gluttonous Joker, and Greedy Joker) boost your Mult when you score cards of a specific suit.
  • Joker itself is a decent filler early on. It's cheap and gives you a little something to help keep things moving until you find better options.
  • Abstract Joker and Swashbuckler also work well as fillers because they reward you for having full Joker slots.
  • If you're planning to focus on a specific poker hand, Jokers like Sly Joker or Droll Joker can be super helpful.
  • Supernova is another good pick if you're committed to playing just one type of hand.
  • Grabbing Gros Michel early is smart because the sooner it gets destroyed, the more chances you have for the really powerful Cavendish to show up.

Mid-to-Late Game (Ante 8 and beyond): Once you've survived the early rounds, it's time to really hone in on one or two specific hand types and grab Jokers that really amplify them. You'll always want at least one Joker that gives you +Chips and one that gives you +Mult. Ideally, go for a scaling Mult Joker, like Fortune Teller, Spare Trousers, or Ride the Bus. Don't forget that Jokers with special editions (Foil, Holographic, Polychrome) can act as substitutes for your Chip or Mult Jokers. For instance, a Foil Golden Joker gives you both economy benefits and a chip source until you find something better. Keep an eye out for xMult Jokers too, as they're crucial for boosting your score in the tougher Ante 7 and 8 stages. Scaling xMult Jokers are the best, but be careful – they can be a bit risky if they depend too much on other factors, and bad luck can make them pretty useless. Always try to enhance your playing cards and poker hands with Tarot and Planet Cards whenever you can, and make sure to keep your money above $25 to benefit from passive income via Interest. Also, watch out for Boss Blinds that might completely shut down your current strategy. If you can, try to grab a Director's Cut or look for Reroll tags to help you adapt.

Builds and Synergies: A huge part of winning a Balatro run is putting together a strong build. A build is basically a combination of Jokers and enhanced cards (using Tarot/Planet cards) that work really well together. For example, imagine a build with Baron, Mime, Juggler, and Troubadour, where all your cards are steel Kings. This setup uses Baron's and Mime's abilities so that every King you play gives you a massive multiplier, around X5 Mult! Since every card you hold is a Steel King, and Juggler and Troubadour increase your hand size to 11, and steel cards are affected by Mime, you end up with an insane multiplier that can beat pretty much any blind. Every other Joker in this build directly supports Baron's main ability. When Jokers work together like this, it's called a synergy, and using these synergies is absolutely key to winning. While you *can* win with Jokers that don't synergize, you're way, way more likely to win if they do.

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