Complete Multiplier Joker Card Analysis
Welcome to the comprehensive Joker card review series, where we'll analyze all 150 Joker cards one by one - please continue following along. This episode focuses on all multiplier Jokers, which are divided into growth-type and non-growth-type. Growth-type cards have extremely high ceilings but require certain costs for upgrades, with relatively mediocre early game performance; non-growth-type become weak in late game, especially at Purple stake and above, almost all requiring reliance on growth-type multiplier Jokers for smooth completion. Generally, multipliers over 30+ can achieve multiplication.
Detailed Analysis of Multiplier Jokers by Tier
T0 Tier Belongs to zero-cost growth-type Jokers. 『Boot』only requires accumulating funds, no consumption needed to increase multiplier. After reading the previous money-making Joker chapter, funding issues are basically manageable. 『Supernova』multiplier is tied to hand type play count, calculating two plays per round, can reach 20+ multiplier by Ante 4, suitable for High Card and Pair flows. 『Spare Trousers』adds 2 multiplier for each Two Pair played, Two Pair combinations form easily, can also coordinate with Square Joker for simultaneous multiplier and chip improvement. 『Green Joker』adds 1 multiplier per hand played, subtracts 1 per hand discarded, maximum 4 points per round, can accumulate 20+ multiplier over three antes.
T1 Tier Covers other growth-type Jokers. 『Bus』has similar strength to Green Joker, but playing scoring face cards directly resets to zero, very affecting mentality when mistakes occur. 『Riff-raff』adds 3 multiplier for each Booster pack skipped, only need to skip second card for dual Booster packs, can stack benefits with pack-opening tags. 『Flash Card』adds 2 multiplier per shop refresh, suitable for pairing with Chaos Joker or 0-cost roll tags, fast multiplier growth with minimal side effects, almost approaching T0 strength. 『Ceremonial Dagger』can increase multiplier by destroying right-side Jokers, extremely fast growth rate, but cost is only being able to use four Jokers in combat. 『Cartomancer』adds 1 multiplier per Tarot card used, not economically cost-effective, but very powerful if able to obtain large quantities of Tarot cards.
T2 Tier Efficient non-growth-type Jokers. 『Half Joker』can stably provide 20 multiplier in High Card and Pair flows. 『Abstract Joker』can sustainably provide 15 multiplier, industry benchmark. 『Big Mac Banana』directly adds 15 multiplier, chance to obtain Cavendish after destruction. 『Winning Hand』only needs to retain high-rank cards in hand to stably gain 20 multiplier. 『Burglar』converts Joker sell value to multiplier, can add 5 multiplier per round when paired with Gift Card.
T3 Tier Jokers with shortcomings. 『Mystic Peak』requires using all discards to add 15 multiplier. 『Misprint』usually easily gains 20 multiplier, but may be zero at critical moments. 『Erosion』adds 4 multiplier per card reduced, decent strength but lacks card destruction methods, difficult to significantly increase multiplier. 『Shoot the Moon』adds 13 multiplier per Queen, but high volatility. 『Popcorn』only suitable for early game transition, little effect after several rounds.
T4 and T5 Tiers Basic multiplier six giants, only suitable for very early stages, mediocre performance.
