FusionJokers

v1.3.1·Updated 2026-10-07

Fuse specific Jokers into special upgraded Jokers

About this mod Author’s original text

All new special combinations of jokers!

📝 Table of Contents

  • About
  • How to Download
  • Config
  • Fusion API (For Developers)
  • Credits

🧐 About

Fusion Jokers is a mod that allows players to combine jokers into special powerful new Fusion Jokers!

When you have a fusable joker, pressing on it will show a "fuse" button. When you have the correct jokers, and enough money, you can combine the jokers into a powerful Fusion!

There are a total of 17 fusions added in the mod, two of which are exclusive to Six Suits!

⬇ How to Download

  • The mod requires Steamodded. You can see info about how to use it here
  • Download the latest release of Fusion Jokers from... higher on this page, idk. Look, I don't use, you probably legitimately know more about this step than I do.
  • Extract the downloaded mod to the Mods folder (at %appdata%/Balatro/Mods)

⚙️ Config

  • Block used components from reappearing: Jokers used in a fusion cannot reappear if the fusion is present. Default true.
  • These Jokers can reappear regardless if Showman or a Showman-like effect is active, if the fused Joker's in_pool() has {allow_returning_components = true} in its second return value, or if the component Joker's in_pool() has {allow_duplicates = true} in its second return value.
  • Alt art for Club Wizard: A lighter color to better match high-contrast Clubs.
  • No price flickering: Stop the fusion cost from flickering when multiple fusions are possible.

➕ Fusion API (For Developers)

The mod adds a way for other developers to create their own fusions!

Developers can call the function FusionJokers.fusions:register_fusion() to register their own fusion to the game. The function also allows them to determine carried stats between the component jokers and the fusion joker.

FusionJokers.fusions:register_fusion{

jokers = {

--First component Joker; all values except "name" optional

{ name = "j_modprefix_key", carry_stat = "stat_to_carry", merge_stat = "stat_to_merge" },

-- String, key of component 1 String, name of stat String, name of stat

-- to carry over to merge

{ name = "j_modprefix_key", carry_stat = "stat_to_carry", merge_stat = "stat_to_merge" },

--Second component Joker; same values.

--This works for arbitrary numbers of additional Jokers

--if you want to do the Exodia thing.

},

result_joker = "j_modprefix_key", --String, key of result Joker

cost = number, --Number, cost in $ to fuse this recipe

requirement = func, --Optional function; fusion can only be carried out if this function returns true.

merged_stat = "stat", --Optional string, name of stat that contains "merge_stat"s above

aftermath = func, --Optional function; will be run after the fusion is complete.

}

[!NOTE]

Carried and merged stats _always_ go in the new Joker's ability.extra table now! You also no longer need to specify whether the component Jokers' abilities are in an extra table or not; this is now detected automatically.

[!NOTE]

The old add_fusion method is depreciated and kept only for compatibility; please switch to register_fusion at your earliest convenience! You should be able to use this regex to quickly swap everything in your codespace.

When fusing, calculation is called with the following context:

context = {

fusing_jokers = true, --Boolean to flag this context

fusion_components = {

[1] = Card, --first Joker to be fused away

[2] = Card, --next Joker to be fused away

--and so forth

},

fusion_result = Card --resulting Joker

}

Fusions can be discounted by indexing a number to the final joker's key in G.GAME.fujo_fusion_discount for a flat discount in dollars, or G.GAME.fujo_fusion_discountpercent for a percentage discount. Alternately, index at the universal key for a discount that applies to all fusions. (Decimals always round down; minimum $1 after all discounts.)

Fusion recipes add the attributes fusion_ingredient to their components, and fusion_result to their results. Use this info however you see fit!

🎉 Credits

  • The original mod was written

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.

Install locations vary a lot between mods — the bundled readme is the most reliable guide. These mods need a community loader first — the bundled readme usually points to its download.

Dependencies

Install these first, or the mod will not work:

Steamodded-Steamodded

File & checksum

Filename
FusionJokers-1.3.1.zip
File size
167.6 KiB