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Count Dooku
Set: Clone Strike
#22
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
Separatist
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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