Rework Reveal: Count Dooku

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UNIT NAME: Count Dooku
ALIGNMENT: Dark
CATEGORIES: Dark Side, Sith, Separatist, Attacker, Leader
Disciplined Separatist Attacker with high damage, counter attacks, and debuff capabilities

Changes Highlighted in Green

ABILITIES:

Basic: Hindering Press
FINAL TEXT: Deal Physical damage to target enemy with a 50% chance to attack again, doubled if the target is Galactic Republic. These attacks have a 50% chance to inflict Stun and Ability Block for 1 turn and can't be countered or evaded.
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Special 1: Force Lightning (Cooldown 3)
FINAL TEXT: Shock the target enemy, deal Special damage, and Stun them for 1 turn. This attack has a 50% chance to Shock and Stun another random enemy, doubled if the target is Galactic Republic.
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Special 2: Master of Makashi (Cooldown 3)
FINAL TEXT: Count Dooku dispels all debuffs from himself and gains Riposte for 2 turns. All non-Tank Separatist allies gain 15% Turn Meter and Stealth for 2 turns.

Riposte: Attacks out of turn ignore Protection; can't be copied

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Leader: Nefarious Connections
FINAL TEXT: Separatist allies have +35% counter chance and gain 50% Tenacity the first time they are Stunned or Dazed. Whenever an enemy falls below 100% Health they inflict Tenacity Down and Healing Immunity for 2 turns on themselves, which can't be evaded or resisted, and all Separatist allies gain 10% Offense (stacking, max 50%).


Unique: Flawless Riposte
FINAL TEXT: (ZETA) Count Dooku has 100% counter chance. In addition, whenever he attacks outside of his turn, he deals 30% more damage, gains 15% Turn Meter, recovers 15% Protection, and gains Critical Hit Immunity for 1 turn.

SYNERGIES
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Replies

  • I hate Dooku. Now I have to hate Dooku more. Bummer I just spent a zeta on Padme, hope it wasn't in vain.
  • Ultra
    3921 posts Member
    I hate Dooku. Now I have to hate Dooku more. Bummer I just spent a zeta on Padme, hope it wasn't in vain.
    i have a zeta on dooku and it still feels lackluster with the 15% up (10% previously). He has a base protection of 20k so he’s not healing much (1000 more) and his total health and protection is 40k, very easy to DPS through.

    They also decreased his TM gain (non-zeta)

    I’m interested in seeing if his base stat values were upped tho
  • Iy4oy4s
    1009 posts Member
    edited May 14
    I dunno about this whole hurting your own team thing that the separatists seems to have trending for them....
  • KKatarn
    466 posts Member
    I am REALLY HAPPY with this rework. Guess i already know who is going to get a zeta after after i finish my last Old Republic char.
  • EventineElessedil
    5445 posts Member
    edited May 14
    Iy4oy4s wrote: »
    I dunno about this whole hurting your own team thing that the separatists seems to have trending for them....

    The leader ability inflicts tenacity down and healing immunity on ENEMIES when an ENEMY falls below 100% health. The Seps get offense buff. I read it wrong the first time, too.

    edit: quoted the wrong post, oops
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  • Lonach
    66 posts Member
    edited May 14
    Strange... you release a hard counter to a team that is not arena viable...
    Does it means there will be another galatic republic release or rework ?
  • KKatarn
    466 posts Member
    Iy4oy4s wrote: »
    I dunno about this whole hurting your own team thing that the separatists seems to have trending for them....
    Leader: Nefarious Connections
    FINAL TEXT: Separatist allies have +35% counter chance and gain 50% Tenacity the first time they are Stunned or Dazed. Whenever an enemy falls below 100% Health they inflict Tenacity Down and Healing Immunity for 2 turns on themselves, which can't be evaded or resisted, and all Separatist allies gain 10% Offense (stacking, max 50%).


    It is applied on the enemies not Dooku's separatists allies.
  • Lonach
    66 posts Member
    Then i'm glad they reworked Dooku :smiley: Otherwise he would be useless with such a focus on countering GR.
  • Nauros
    2798 posts Member
    Drageero wrote: »
    Iy4oy4s wrote: »
    I dunno about this whole hurting your own team thing that the separatists seems to have trending for them....

    I don't see where Dooku hurts his own team.

    Droideka looks like it's taking damage in the animation, but that's probably just a glitch.
    Revive the stores, the game needs it.
  • KKatarn wrote: »
    Iy4oy4s wrote: »
    I dunno about this whole hurting your own team thing that the separatists seems to have trending for them....
    Leader: Nefarious Connections
    FINAL TEXT: Separatist allies have +35% counter chance and gain 50% Tenacity the first time they are Stunned or Dazed. Whenever an enemy falls below 100% Health they inflict Tenacity Down and Healing Immunity for 2 turns on themselves, which can't be evaded or resisted, and all Separatist allies gain 10% Offense (stacking, max 50%).


    It is applied on the enemies not Dooku's separatists allies.

    Yes, this. I’d imagine it’s phrased “inflicting...on themselves” to circumvent mechanics that might prevent the user from applying them to the enemy (CBM?)?
  • Well he keeps counter attacking, but the target keeps gaining 40% protection up each time for attacking out of turn. Probably not going to kill anything that way.
  • Erebus2017 wrote: »
    Well he keeps counter attacking, but the target keeps gaining 40% protection up each time for attacking out of turn. Probably not going to kill anything that way.

    His attacks out of turn ignore protection when he has riposte. Seems like a great way to kill something.
  • Haruk
    93 posts Member
    I currently use Dooku on my Sith team, glad to see his rework doesn't really affect him there :)
  • TVF
    16206 posts Member
    Or maybe he doesn't keep attacking....
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  • Agrivere wrote: »
    "FINAL TEXT: Deal Physical damage to target enemy with a 50% chance to attack again, doubled if the target is Galactic Republic. These attacks have a 50% chance to inflict Stun and Ability Block for 1 turn and can't be countered or evaded."

    So Dooku just keeps attacking a Galactic Republic target until it's dead? Seems legit.

    Umm...yeah...is there some sort of cap missing in this ability description?
  • Agrivere wrote: »
    "FINAL TEXT: Deal Physical damage to target enemy with a 50% chance to attack again, doubled if the target is Galactic Republic. These attacks have a 50% chance to inflict Stun and Ability Block for 1 turn and can't be countered or evaded."

    So Dooku just keeps attacking a Galactic Republic target until it's dead? Seems legit.

    Umm...yeah...is there some sort of cap missing in this ability description?

    They only note a cap if there isn't one. Compare Ezra and Greedo.
  • Master of Makashi’s animation is best. Nice rework.
  • Firebrigade
    598 posts Member
    edited May 14
    Agrivere wrote: »
    "FINAL TEXT: Deal Physical damage to target enemy with a 50% chance to attack again, doubled if the target is Galactic Republic. These attacks have a 50% chance to inflict Stun and Ability Block for 1 turn and can't be countered or evaded."

    So Dooku just keeps attacking a Galactic Republic target until it's dead? Seems legit.

    Umm...yeah...is there some sort of cap missing in this ability description?

    They only note a cap if there isn't one. Compare Ezra and Greedo.

    edit: never mind, misunderstood what you were saying.
  • Iy4oy4s
    1009 posts Member
    KKatarn wrote: »
    Iy4oy4s wrote: »
    I dunno about this whole hurting your own team thing that the separatists seems to have trending for them....
    Leader: Nefarious Connections
    FINAL TEXT: Separatist allies have +35% counter chance and gain 50% Tenacity the first time they are Stunned or Dazed. Whenever an enemy falls below 100% Health they inflict Tenacity Down and Healing Immunity for 2 turns on themselves, which can't be evaded or resisted, and all Separatist allies gain 10% Offense (stacking, max 50%).


    It is applied on the enemies not Dooku's separatists allies.

    Yes, this. I’d imagine it’s phrased “inflicting...on themselves” to circumvent mechanics that might prevent the user from applying them to the enemy (CBM?)?

    Most likely. I totally read that wrong.
  • Agrivere wrote: »
    "FINAL TEXT: Deal Physical damage to target enemy with a 50% chance to attack again, doubled if the target is Galactic Republic. These attacks have a 50% chance to inflict Stun and Ability Block for 1 turn and can't be countered or evaded."

    So Dooku just keeps attacking a Galactic Republic target until it's dead? Seems legit.

    Umm...yeah...is there some sort of cap missing in this ability description?

    They only note a cap if there isn't one. Compare Ezra and Greedo.

    Right. Hence the question. With 100% chance of another attack versus GR, what’s preventing this from looping? It doesn’t say it only operates once per turn.

    I think it’s more like Canderous’ basic or Leia’s Basic (where it has a chance to deal damage a second/third time) than like Greedo’s unique (which has a trigger outside the base ability, which uses a basic ability for a second time).
  • Agrivere wrote: »
    "FINAL TEXT: Deal Physical damage to target enemy with a 50% chance to attack again, doubled if the target is Galactic Republic. These attacks have a 50% chance to inflict Stun and Ability Block for 1 turn and can't be countered or evaded."

    So Dooku just keeps attacking a Galactic Republic target until it's dead? Seems legit.

    Umm...yeah...is there some sort of cap missing in this ability description?

    They only note a cap if there isn't one. Compare Ezra and Greedo.

    Right. Hence the question. With 100% chance of another attack versus GR, what’s preventing this from looping? It doesn’t say it only operates once per turn.

    I think it’s more like Canderous’ basic or Leia’s Basic (where it has a chance to deal damage a second/third time) than like Greedo’s unique (which has a trigger outside the base ability, which uses a basic ability for a second time).

    Yeah, I got it, misunderstood what the person I was responding to was saying. Post has been edited.
  • Legend91
    827 posts Member
    Not sure if I like the change on his unique. Sure, increasing the chance to gain TM from 25 to 100% is amazing but the cutdown from 45 to 15% TM gain? Idk..
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