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Count Dooku
Set: Clone Strike

Date Reviewed: March 22, 2007

Ratings:  Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

100 pt: 2.50
200 pt: 2.00

Sith Dragon Count Dooku
HP: 130
DEF: 21
ATK: +16
DAM: 20

Double Attack, Lightsaber Duelist

Force 5
Block; Precision; Sith Lightning

Count Dooku! WOW, what a fig! In my opinion this is one of the best Jedi in the game. They don't build them like this anymore. 130 HP is great for taking damage. Not only that but that extra 10 HP makes it so whether you are facing 20 DAM or 30 DAM, the attacker has to hit that one extra time. A 21 DEF is very good for a Jedi and the +16 unboosted is fantastic! For the points he is very good even though most early Jedi are over costed. His seems about right.

So why doesn't he see more play? Well, basically its because he is in the absolute worst faction for living characters. His fellow cohorts are too expensive to get any synergy going, and the rest of the faction is devoted to droids.

He has double attack which is good as its a bare minimum in today's game, but he also has a seldom seen power in lightsaber precision. The plus to that is with a +16 ATK, you really don't have to worry about missing very often compared to the lesser republic Jedi with it. Block is a great defensive ability against other Jedi as is Lightsaber duelist, which will give him a 25 DEF against adjacent shooters, even Aurra and Han! Sith lightning is also good as it essentially gives him the ability to damage someone who is 12 squares away. the extended reach is great for melee characters.

In case you can't tell i really love this piece, but as i also said, he gets no love from his faction, so he is very hard to build with. The great thing is that he is a follower so can get CEs, but unfortunately the only one that really does him any good is Asajj's deadly attack.

For those of you that cant decide between Dooku and Tyranus (reviewed 5/30/06), its pretty simple. What are you running with him? If you want to run someone like Maul then use Tyranus. If he is the focal point then use Dooku. The basic difference is that Dooku can out damage Tyranus, while Tyranus will help a fellow duelist like maul by granting lightsaber duelist.

100pts: Here, he can be a very good character, but he doesn't have the help that other squads have. He doesn't have massive amounts of damage, nor any great effects like a JWM/R2. He is best combined with a good shooter like Aurra or even Durge. Against Jedi squads go for open maps so you can soften the opponent up before Dooku jumps in, and against shooters, go for closed maps so they cant light you up before they get there.

150/200pts: Here he is playable as well, but from here on out he starts to suffer from a lack of squad synergy. He just doesn't have access to any uber abilities or friends to keep him in top squads, but alone he is still a very good character.
Ten-Eyed Man Count Dooku is generally underappreciated. Since he came out in the same set as Darth "Can Theoretically Do 120 Damage In A Turn" Maul and was costed similarly, he was sort of ignored for a while. However, in the generally extremely dubious comparison of which of these two pieces would win in a one-on-one fight, the nod pretty much has to go to Dooku. Seriously.

An Attack of +16 is almost as good as it gets. A Defense of 21 is also excellent, with Lightsaber Duelist giving a situational-but-awesome +4 to that. Hence, Dooku hits CS Maul on a '5,' but Maul needs an '11' to hit him back. That pretty much takes care of the Dooku's Double Attack versus Maul's Triple Attack problem.

Add to this the fact that Dooku can throw 30 damage on to Maul before they get into melee range, and that Dooku has Lightsaber Block versus Maul's no defensive abilities at all, and you can see why Dooku is really the better fighter.
But, as I said earlier, this exercise is generally pretty dubious. The miniatures game is not played in one-on-one fights, or it would be pretty dull (I wouldn't play it, anyway). The question with a given piece is, "What can I do with this guy in terms of squad construction?"

The answer for the modern Separatist player is, sadly, "Lose." I've said it before (enough times that I'm running out of ways to say it), but the Sith-type Separatists are pretty much never worth the points, since there is very little they can do to synergize with the rest of their droid-oriented faction. The one major exception for Dooku is the old "Shock Therapy" squad, featuring him and Darth Sidious in a 100-point squad. This was extremely effective back in the day, but will usually suffer in the modern competitive environment (Darth Bane needs to be hit by no fewer than seven Sith Lightnings in order to die from it). In higher point totals, Dooku doesn't really get any better. Once there can be some concentrated fire against him, his respectable Defense and Hit Points will still crumple too fast to justify his 52-point cost.

Count Dooku was a great piece in his era, but is basically outdated now. Bummer; I really like Christopher Lee.

Overall rating in 100: 2.5
Overall rating in 200: 2

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