Thursday, July 9, 2026

Star Wars Legion Unit Review: Count Dooku

Good morning gamers,

We're kicking off a several-month dive into the Confederacy of Independent Systems (CIS/Separatist) faction and we're starting with "the big guy," Count Dooku. Dooku is a staple of my playing group - there's a guy who basically JUST plays Dooku/Seppies - and he can be a NIGHTMARE to deal with on the table. He's also healable by the cheaper of the medic options that the Separatists have, so if you're running a medic (maybe to support Grievous, Asajj, or Geonosians), the disincentives of dealing with him can really stack up. Let's see what this guy is bringing to the fight and how much you should invest in him.

Count Dooku: The Profile

Dooku starts at 165 points and that makes him one of the cheapest "heavy hitting" pieces among the factions. His offensive power is very good with 5 red in melee with Impact 2/Pierce 2 and Makashi Mastery (so he'll have Pierce 1 against units that are normally immune to Pierce or the newly revamped Impervious) and 6 black dice with Pierce 1/Scatter/Suppressive at range 1-2 (which is not nearly as good against units with Impervious or Immune: Pierce, but still useful for bringing units out of cover with Scatter - and potentially into melee with Dooku to keep him from being shot at by other units).

Defensively, Dooku is very solid - 6 wounds with surging-red saves, Deflect, and Immune: Pierce means that he needs to flub a lot of saves to go down (or get shot at by snipers - there's that too). While Dooku is likely to end up being very expensive, he's well kitted out to retain his points from going to your opponent for most of the game (if you're not completely reckless with him).