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Uncommon$7Conditional

Madness

When Small Blind or Big Blind is selected, gain 0.5 Mult and destroy a random Joker (Currently )

Rarity
Uncommon
25% pool weight
Base Cost
$7
Shop price
Category
special
Calculator: manual
Effect numbers
extra=0.5
Extracted from game data

How Madness works

Madness gains ×0.5 Mult permanently when Small Blind or Big Blind is selected, and destroys a random joker at the same time. Boss Blinds do NOT trigger Madness — neither the gain nor the destruction.

The destruction part is the catch: Madness will eventually consume your other jokers. The longer you keep Madness, the fewer joker slots you have, but the higher Madness's own X mult climbs.

How much Madness gains per ante

Each ante has 1 Small Blind and 1 Big Blind (skipping a Blind also doesn't trigger Madness — it only fires when you select to play the Blind).

  • 2 Madness triggers per ante × ×0.5 mult = +×1 Madness per ante
  • 8 antes × ×1 = ×8 final Madness mult if you keep it the whole run.

So an Ante 1 Madness reaches ×8 by run end. An Ante 4 Madness reaches ×4 by run end.

The joker-destruction cost

Madness destroys one random joker each trigger. That's potentially 16 jokers destroyed across a full run from Antes 1-8 (2 per ante × 8).

Realistic mitigations:

  • Negative jokers can't be destroyed by Madness. Pull Negative consumables and Negative tag heavily — make as many of your jokers Negative as possible, then Madness's destruction roll has fewer valid targets.
  • Single-joker runs: Madness's destruction needs a target. If Madness is your only joker, it can't destroy itself. Some builds intentionally sell down to just Madness, but you lose tremendous build flexibility.
  • Skip the Blind: skipping doesn't trigger Madness. But you lose the gold + skip tag, which usually isn't worth it.

Madness + Loyalty / Pawnshop / Throwback

Madness's joker-killing means don't pair it with expensive jokers you need to keep. The math:

  • Bought a $20 Legendary joker, Madness destroys it next blind = $0 returned (no sell value).
  • Bought $5 commons, Madness destroys them = $5 sell × number destroyed = some money back.

Madness pairs with low-cost rotational jokers (Common +Mult, economy spinners) and avoids stacks of expensive Legendaries unless they're Negative.

Madness vs other ×0.5 scaling jokers

Madness's ×0.5 per Blind is competitive with several alternatives:

  • Throwback (×0.25 per Blind skipped): half the rate, but no destruction downside.
  • Yorick (×1 per 23 discards): different feed source, no destruction risk.
  • Madness: highest single-source X-mult-per-Blind in the game, balanced by the random destruction.

Madness wins on pure mult per slot if you can manage the destruction.

When to take, when to skip

Take Madness:

  • Early run (Antes 1-2) with Negative jokers planned via Perkeo or Negative tag.
  • Lean joker rotation, comfortable losing cheap commons.
  • You have only 1-2 essential jokers (Negative-protected) and Madness is the rest.

Skip Madness:

  • Stacked expensive build (Triboulet, Yorick, Blueprint chain) where any destruction is catastrophic.
  • No Negative joker plan.
  • Late-ante Madness (Antes 7-8) — only banks 1-2 triggers before run end, not worth the destruction risk.

Related Jokers

Same rarity or category as Madness.

Test Madness in the Score Calculator

Drop Madness into a slot, pick a hand and see chips × mult update in real time.

Open Calculator