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:

  1. 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.
  2. 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.
  3. 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.
  4. Tyrant — "-100 the last spawned ball" after 6 spawns. Harmless early, brutal against spawner engines like Octopus or Printer that flood the table.
  5. 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.