One Last Hand Power-ups Tier List
When to spend burst tools—including launch’s Cloner.
If Relics are ongoing rule-benders, Power-ups are the punches you throw in a single window. The demo advertises 15+ Power-ups alongside 30+ Relics—more than enough to waste if you treat them like stickers. The full release adds Cloner (Tier 2) and reshuffles Morpher and Vitality. This page ranks roles for High Score and Last Hand Standing.
Launch headline: Cloner
Studio notes introduce Cloner as a Tier 2 Power-up for players who turn one useful opportunity into a much bigger problem. Treat it as a multiplication verb: win a real card or shape first, then amplify. Pair with Duplicator-style Trick greed from the Tricks Guide only when the auction already made sense.
Confirmed Power-up tier moves
- Morpher moved to Tier 2
- Cloner added at Tier 2
- Vitality moved from Tier 2 to Tier 1
Appearance windows change. Re-test before forever-meta claims—Launch Changes.
Role tiers
S-tier roles
- Conversion burst — Near-complete hand becomes slap-ready (High Score king).
- Interrupt — Stops a celebration before pain (rises in Last Hand Standing).
- Clone / multiply — Cloner-class tools that amplify a real advantage.
A-tier roles
- Shield / save — Softens a slap when you are the favorite target (Vitality’s tier drop shows saves earlier).
- Pivot — Morpher-class reshapes when a labeled plan dies.
B-tier roles
- Situational pivots — Need a correct table read.
- Chaos spice — Party fun; lower sweaty priority.
C-tier roles
- Late novelty — Entertaining, low breakpoint impact.
Timing rules
- Spend when it changes a breakpoint.
- Do not spend for expensive animations.
- Match the mode via Game Modes.
- Cloner after a won auction beats Cloner as apology for a whale bid.
Pairing with Relics and Tricks
Classic: Recycler cleanup → conversion Power-up → slap. Launch: cleanup → Trick shape → Cloner amplify. See Best Combos, Relics Tier List, Tricks Tier List, and Build Hands and Slap.
Economy sensitivity
Hosts set chips 10–50 (Match Settings). Low chips make interrupts precious. High chips tempt decorative spends—resist.
Teaching and achievements
Call Power-ups out loud in the first two teaching matches. Achievement nights may force experiments—warn via Achievements.
Emotions, lobby size, drills
Hoard when afraid only if the spend cannot save you; spend when afraid if it creates a breakpoint. More players raise interrupts; tighter lobbies raise conversion. Drill: one match spend-everything, one match spend-once. After launch, add a Cloner-focus night.
Micro-drill and re-seed
Name the breakpoint in one sentence every spend. After 14 August 2026, replay this tier for a Last Hand Standing-only night.
Cloner anti-patterns
Do not Cloner a random leftover card. Do not Cloner to “feel productive” after a lost auction. Do Cloner when the table already fears your line—and you can name the breakpoint in one breath. Pair that discipline with Tricks Tier List when Duplicator-style greed stacks.
Week-one scoreboard
Track three spends: one conversion, one interrupt, one Cloner. If you cannot fill the Cloner row honestly, you are not ready to argue tiers in Discord. Return after two Last Hand Standing nights via Game Modes.
Power-ups are tempo verbs. Cloner is a louder verb. Finish sentences—do not decorate them.
Frequently Asked Questions
Quick answers to the most common questions.
What is Cloner?
A new Tier 2 Power-up in the full release that amplifies a useful opportunity into a larger table problem.
Are Power-ups the same as Relics?
No. Relics bend rules over time; Power-ups are burst timing—different jobs.
How many Power-ups are in the demo?
Studio demo messaging cites 15+ Power-ups alongside 30+ Relics.