TotalConquest
Command cards & draw odds

Total Conquest Commands List (October 2026): Cards, Cooldowns & Draw Odds

Read the command cards seen in recorded sessions, compare cooldown and rarity, then check what a Command Roll costs and what the store says the odds are.

Quick answer

Ten command cards, their cooldowns, and what a draw costs in Cash or Robux.

Use this page to price a Command Roll before you spend, and to see which card fits the part of the match you are struggling with.

Commands are rolled in the lobby Command Store, equipped before a match, and fired during it. A Normal draw costs 600 Cash (6,000 for ten) and the panel lists Legendary at 2%. A Lucky draw costs 79 Robux (699 for ten) with Legendary at 10%.

The ten cards below come from panels read in two recorded sessions, not from a developer roster. Where a panel was unreadable or the card was locked, this page says so instead of filling the number in.

To pick by situation instead of by name, open the command role comparison. To get a free roll before you spend Cash, check the reported code list.

Card reference

Every command card read in a recorded session

Read off the in-game card panels in sessions recorded on 2026-09-02 and 2026-09-18. Rarity and cooldown are the panel's own labels; the effect text is quoted or closely paraphrased from the same panel.

CommandRarityCooldownWhat the card saysNote
Call SniperEpic30sCall a 6HP Sniper to attack, with a max amount of 4 existing.Lowest cooldown in the recorded inventory.
Call SEALEpic35sCall a 25HP Navy SEAL, with a max amount of 4 existing. Next level: HP increased to 26.00.Read on the Lv4 card; the previous level read 22HP.
Signal InterferenceLegendary35sHide troop counts in your cities from enemy players for 10 seconds. Got soldiers damage boost at level 4 & 7!Utility card rather than a unit.
MissileEpic40sEliminate enemy soldiers and deal damage to Cities and Summoned Units within the area! Next level: Explosion Radius increase.The panel's damage figure was unreadable in the recording, so it is not listed.
Suicide TruckLegendary50sCall a 27HP Truck that deal 2x damage to enemy cities, with a max amount of 4 existing!Moves much faster than troops; killed by infantry in the recorded match.
Super ShieldLegendary50sReduce damage taken by allied cities in the area by 80% for 6 seconds. Next level: Duration increased to 6.00s.Six seconds covers about one attack wave.
Call TankLegendary50sCall a 30HP Tank to attack, with a max amount of 4 existing!Locked in the recorded account, so no match behaviour is described.
ConscriptionLegendary60sAdd 10 troops to each of your cities. Next level: Troops Quantity increased to 11.00.Scales with the number of cities you hold, not with one stack.
Call ParatrooperLegendary80sCall a 29HP paratrooper to attack enemy city or join own city, with a max amount of 4 existing!Drops on cities your border does not touch and resets a captured city to Lv1.
NukeLegendary80sEliminate enemy soldiers and deal 46 damage to Cities and Summoned Units within the area! Next level: Deal 49.00 to Cities and Summoned Units & Explosion Radius increase.Longest cooldown alongside Call Paratrooper.

One build, one account. A card that is missing here is missing from that inventory, not from the game. Your Command Store is the authority for what your account can roll.

Draw cost

What a Command Roll costs, and the odds the store prints

The Command Store panel showed a cost and a rarity split for each draw type. These are the numbers it displayed in the recorded session.

DrawCostLegendaryEpic
Normal, 1 draw600 Cash2%98%
Normal, 10 draws6,000 Cash2%98%
Lucky, 1 draw79 Robux10%90%
Lucky, 10 draws699 Robux10%90%

Turning 2% into a Cash budget

At 2% per Normal draw, a Legendary returns about once every 50 draws on average. Fifty Normal draws is 30,000 Cash, whether you buy them one at a time or as five 10-pulls. The recorded victories paid between 1,519 and 1,808 Cash, so 30,000 Cash is roughly 17 to 20 winning matches of saving.

The same odds apply to the 10-pull. Buying ten draws does not raise the rate and it does not add a guarantee; it only spreads the same 2% over ten attempts.

When the Lucky draw is the cheaper route

The Lucky draw lists Legendary at 10%, five times the Normal rate. Fifty Lucky draws is five 10-pulls at 699 Robux, or 3,495 Robux; the same fifty draws bought one at a time is 3,950 Robux. If you are paying Robux rather than Cash, the ten-draw button is the cheaper way to buy the same odds.

No average guarantees a card. Draw 50 has the same chance as draw 1, so a run of 50 draws can still return no Legendary. Decide what you are willing to spend before you press the button, not after.

Recorded 2026-09-18. Prices and rates are that build's panel; a later balance build can change them without notes.

Match planning

Pick the card for the moment you are stuck in

Three decisions that the recorded matches actually turned on.

1. You cannot walk there

A city behind a neutral buffer or a rival's border is out of reach for a marching column. Call Paratrooper ignores that connection, and the recorded session showed it resetting a captured city to Lv1.

2. A city is about to fall

Super Shield cuts city damage by 80% for six seconds. Six seconds is roughly one attack wave, so fire it when the hit is already moving, not when the enemy is still gathering.

3. You are wide but thin

Conscription adds 10 troops to each of your cities, so it pays in proportion to how many you hold. Playing it before you expand wastes most of the card.

FAQ

Total Conquest commands FAQ

How many commands are there in Total Conquest?

There is no developer-published roster, so no total can be stated as official. The ten cards on this page are the ones whose panels were read in recorded sessions in September 2026, which is a sample of one account's inventory, not the full list. Your own Command Store shows the set your account can roll.

What does a Command Roll cost?

The Command Store in the recorded session offered a Normal draw at 600 Cash (6,000 Cash for ten) and a Lucky draw at 79 Robux (699 Robux for ten). The panel showed Legendary at 2% and Epic at 98% for Normal draws, and Legendary at 10% and Epic at 90% for Lucky draws.

How much Cash do I need to roll a Legendary?

At 2% per Normal draw, a Legendary returns about once every 50 draws on average, which is 30,000 Cash. Recorded wins paid 1,519 to 1,808 Cash, so that is roughly 17 to 20 winning matches of saving. The average is not a guarantee: draw 50 has the same 2% chance as draw 1, and a run of 50 draws can return no Legendary.

Which commands have the shortest cooldown?

In the recorded inventory Call Sniper is first at 30 seconds, then Call SEAL and Signal Interference at 35 seconds, then Missile at 40 seconds. Nuke and Call Paratrooper sit at 80 seconds, so they are the two cards you cannot use twice in one fight.

Do the names and numbers on this page ever change?

Yes. The cooldowns, HP values and card text above are read off one build recorded around 2026-09-18, and a balance build can change them without publishing notes. Read the panel on your own card before you build a plan around a number on this page.

Need more mechanics details?

Return to the wiki overview to explore territory capture, city production, and currencies.

back to the mechanics index
Sources

Where the cards and odds on this page come from

  • Dumi (YouTube), “Truck and Call Paratrooper: Why are they 2 of the 3 best Commands?”, uploaded 2026-09-02: Truck and Call Paratrooper card panels, the paratrooper city reset, and a truck destroyed before it reached its target.
  • Dumi (YouTube), “NEW 2v2v2 Mode Update Review”, uploaded 2026-09-18: the full command inventory, the Call SEAL, Call Sniper, Missile, Super Shield, Call Tank, Conscription and Signal Interference panels, and the Command Store draw costs and rarity split.
  • Lobby Command Store — the only authority for the cards and prices your own account can roll.

No developer roster, drop table or patch note has been published for these cards. Every number on this page is a panel reading from one recorded build.