All new special combinations of jokers!
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!
You can find a list of their abilities, as well as the jokers needed to make them, in this link: https://itayfeder.github.io/Fusion-Jokers/
- The mod requires Steamodded. You can see info about how to use it here
- Download the latest commit of Fusion Jokers from the green "Code" button up there
- Extract the downloaded mod to the Mods folder (at %appdata%/Balatro/Mods)
- 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'sin_pool()has{allow_duplicates = true}in its second return value.
- These Jokers can reappear regardless if Showman or a Showman-like effect is active, if the fused Joker's
- Alt art for Club Wizard: A lighter color to better match high-contrast Clubs.
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!
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
}- The original mod was written by Itayfeder, with art created by Lyman
- elbe maintained the mod for several months through breaking Steamodded changes, and added some features
- wingedcatgirl (hi!) is the current mod maintainer

