Best Total Conquest Commands
A practical ranking of confirmed card families — strike orders on cities, production orders on held cities, and the rolls worth holding.
This page is the command tier list. The parent tier list hub ranks habits and openings; this page ranks card families. We use the family names confirmed across public roundups and recorded matches — missiles, mortars, Navy SEALs, air strikes, plus production and movement orders — and rank them by what they do in the open beta, not by hype.
The full bucket system lives on the command roster. The deep dive on a specific card family is on the command types page. The missiles guide is the practical rule for any strike.
S-tier: city-targeted strikes when you can walk in
| Pick | Why it sits here | When to fire |
|---|---|---|
| Missile on a city you are entering | Shrinks garrison, lets your send win | Always have a stack in motion |
| Mortar on a city cluster | Wider area strike than missile | Use to break two stubborn defenders |
| Navy SEALs raid on a city | Strike with ground flavor | Same as missile; pick whichever you rolled |
S-tier strike rules are universal: target the city you will enter this cycle. A strike without a follow-up send is a firework. The how to capture cities page walks the follow-through.
A-tier: production orders on held cities
| Pick | Why it is A and not S | When to fire |
|---|---|---|
| City production bonus | Strong but only on a tile you still own in two minutes | After you have secured the city |
| Recruit surge | Big burst, locks a stack on one city | When you are the map leader and want a counterattack buffer |
| Region bonus | Smaller boost, can hit countryside | Use as a bridge between cities |
Production orders look boring in a first-look video. They win maps because the win condition is map control, not kills.
A-tier: movement orders
| Pick | When it earns A | Failure mode |
|---|---|---|
| Forced march | When your siege is racing a rival reinforcement | Speeds up the wrong stack |
| Redirect | When you can reroute toward a city | Reroutes into a meme fight on countryside |
| Rapid deployment | When the counterattack is incoming | Wastes a stack on a tile you already hold |
Movement orders are not a license to walk your entire garrison across the map. Keep the floor. Move the overflow.
B-tier: defense orders
Defense orders only earn B because they do not win the map by themselves. They protect a lead.
- Shield / fortify. Reduces incoming damage for a window. Strong if you are ahead; weak if you are behind and need cities.
- Emergency troops. Spawns a garrison on a city under siege. Saves a match, never opens one.
Fire these late, not minute one. The how to win pile-on section is the right context.
C-tier: intel without commitment
- Scout / reveal. Shows the garrison of a region. Useful but only if you follow it with a decision. Scout then siege.
Scout without action is a wasted turn.
D-tier and below: common traps
- Strike on countryside because a video asked “do we just nuke people.” First-look joke. Real cost.
- Production on a tile you abandon. Loss.
- Movement on a doomed stack. Redirect a stack you can still save, not one that already lost.
- Holding a defensive order minute one. You are not the leader yet.
- Firing an unclear card. Blank is a beta hitch. Hold. Report on the Roblox community. See beta notes.
How this ranking changes
LDS Fighting has not published rarity data or drop rates. The ranking here is a rule of thumb: city-targeted strikes when you can walk in, production orders on held cities, defense orders late, intel only with follow-through. When the beta publishes a catalog, we will add names and keep these buckets.
If a future patch reorders the shop or changes command availability, this list gets a new dated row on the patch history page.
Pair this with the rest of the wiki
- First read the how to play loop so you understand the production clock.
- Then read the commands and upgrades economy page.
- Save command types as the reference you open when a card does not fit any bucket.
- Spend rolls with the troop-split planner so the order lands on a real overflow send.
Best commands are the ones that change the city count. City count is the scoreboard. Everything else is firework.
Frequently Asked Questions
Quick answers to the most common questions.
What is the best command in Total Conquest?
Any city-targeted strike when you are already walking into that city. S-tier lives on city-first, send-after-strike rules.
Are Navy SEALs or missiles better?
Same targeting rule. Pick whichever the card system gave you. Both rank S-tier when fired on a city you are entering.
Should I save commands for late game?
Defense orders, yes. Strike orders, fire them on a city in motion, not in a panic. Production orders go on a city you will hold.
Where can I see all confirmed command names?
LDS Fighting has not published a catalog. Family names (missile, mortar, Navy SEALs, air strike, production, movement) are confirmed across public roundups. The command types page lists them.