Ultrapool Cubes: All 10 Cubes Explained
The joke is that the game's own store page insists on round objects only — "no cubes allowed" — which is exactly why the hard difficulties send cubes after you. They do not score; they block pockets, strip multipliers, teleport your balls or dump heavy dead weight onto the table.
| Name | Rarity | Effect |
|---|---|---|
| Bouncer | Common | Round start: Block 1 pocket · Pocket 3 balls: change which pockets this blocks holepocket |
| Clocktower | Common | Spawn: Give a pocket -5 · Pocket 4 balls: Rotate all pocket extra scores clockwise holepocket |
| Cubert | Common | Round start: Spawn as many very heavy tungsten balls as the round number, up to 10 heavy |
| Demon | Common | Round start & Pocket 7 balls: Spawn 1 Imp with -2 score pocket |
| Glitch | Common | Round start & Pocket 4 balls: Teleport 1 ball randomly pocket |
| Paperwork | Common | Pocket 3 balls: Give a random pocket -2 score pocket |
| Patchwork | Common | Round start: Reduce the multiplier of all pockets by 1 · Pocket 3 balls: Undo it holepocket |
| Thorns | Common | Round start & Pocket 5 balls: Plant two thorns pocket |
| Tyrant | Common | Spawn 6 balls: -100 the last spawned ball |
| Weights | Common | Round start & Pocket 7 balls: Give a random ball heavy pocketheavy |
Cube data verified against:
Which cubes actually cost you the run
Ranked by how much they break a plan rather than how much score they remove:
- Patchwork — "reduce the multiplier of all pockets by 1" at round start. If your run is built on multiplier (Pants, Reaper, Ham Sandwitch) this is the one that hurts, and it only undoes itself after you pocket 3 balls.
- Bouncer — blocks a pocket outright and moves which one it blocks. On a board that funnels everything into one corner, a blocked pocket is a lost round.
- Cubert — spawns as many very heavy tungsten balls as the round number, up to 10. Late in an All Nighter run this is a table full of obstacles.
- Tyrant — "-100 the last spawned ball" after 6 spawns. Harmless early, brutal against spawner engines like Octopus or Printer that flood the table.
- Clocktower — rotates all pocket bonuses clockwise, which quietly ruins any plan that stacked value into one specific pocket.
Shields help: Skull, Ghost and Lantern in the Spooky set all hand out shields, and the Spooky board is the one that most reliably survives the cube rounds.