What each stat changes
The stats update was announced on October 15 and applied to every cue on October 16. Halloween later added another round of cue-stat upgrades. The four stats are:
| Stat | What it changes |
|---|---|
| Power | How hard a full-strength shot hits |
| Aim | How far the aiming line extends |
| Spin | How much side spin you can put on the cue ball |
| Guard | The angle your ball takes away from a pocket after it hits another ball |
Common cues start at a 30 rating. Mythical cues reach up to a 100 rating. Rarer cues have higher stats. A higher rating does not take the shot for you: a player on a lower-rated cue can still win.
Individual Power, Aim, Spin, and Guard numbers for named cues were not published. Compare the four values on the cues you actually own.
How to switch cues
Change one cue at a time. If the new cue has more Power, your usual full-power stroke will hit harder than it did yesterday. If it has more Aim, the line is longer, and it is still only a line: you still choose where the cue ball finishes.
Use Spin on a shot you have already made without spin. Guard matters after contact, when your ball is near a pocket and hits another ball. It is not a substitute for leaving an open next shot.
Rarity labels that are easy to mix up
The current experience description says the collection has 70+ cues from Common to Secret. Earlier listings said 60+ cues from Common to Mythic. Both badge sets exist: Mythic Find, Secret Find, and One of a Kind for a Unique cue. Owning five copies of one cue does not count as five different cues for Collector.
Named cues with a known source are on the cue pages. The stat definitions above apply to those cues too. Their exact four numbers are not in the public notes.
