Generals arrived in Mini War as a roster of commanders that hand passive perks to your troops, vehicles, aircraft, civilians, and economy. Before you can recruit a single one, though, you have to build a specific structure and finish a research node. Once that’s done, you roll for Generals, and the better ones can shift how your whole base fights and earns.
Quick answer: Research the Generals node (Start > Alliances > Clans > Researcher > Generals) for $500k, then buy and place the General Residence from the Shopkeeper’s Special Items for $1 million. After that, head to the General Roll stall in the market and spend 125 Gems per roll. Your first roll is free.
Unlock the Generals system in Mini War
The Generals feature stays locked until you complete two requirements in order. You need the research first, then the building. Skipping either one means the system never appears.


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With the Residence placed, you recruit Generals by rolling at a dedicated stall in the market. Each pull is random, and every General carries its own drop rate regardless of rarity tier.


Duplicates aren’t wasted. Pulling a General you already own refunds free Gems, and the amount scales with the General’s rarity. A duplicate Junior General, for example, returns 10 Gems.
All Generals, rarities, drop rates, and perks
Generals span six rarities, from Common up through Uncommon, Rare, Epic, Legendary, and the top-tier Mythic. Higher rarity generally means stronger or stacked perks, but each unit has its own pull chance. Here’s the full lineup.
| General | Rarity | Drop rate | Perks |
|---|---|---|---|
| Air General | Common | 20% | Air units deal 5% more damage; air units fly 5% faster |
| Farmer General | Common | 15% | 5 extra civilian slots; 5% production speed boost |
| Junior General | Common | 13% | Troops deal 10% more damage; troops have 10% more HP |
| Armored General | Uncommon | 9.50% | Troops have 20% more HP; vehicles have 5% more HP |
| Infantry General | Uncommon | 8.50% | Troops deal 15% more damage; troops have 15% more HP |
| Camo General | Uncommon | 7.50% | Troops’ shooting range +10%; vehicles’ shooting range +10% |
| Senior General | Uncommon | 7% | Troops have 20% more HP; vehicles move 10% faster; troops deal 20% more damage |
| President | Rare | 5% | 1 more quest slot; 10% more income per cycle; 10 extra civilian slots |
| Nuclear Researcher | Rare | 3.50% | Research 30% during Nuclear Fallout weather event; research completes 15% faster; rockets cooldown 5 seconds faster |
| Air Commander | Rare | 3% | Air units have 10% more HP; air units deal 10% more damage; med helicopters heal 100% more HP |
| Dark Lord | Epic | 2% | Vehicles deal 10% more damage; vehicles have 20% more HP; conquer speed +50% |
| Crazy Scientist | Epic | 2% | TBA |
| General of Doom | Legendary | 1.50% | Vehicles deal 20% more damage; vehicles have 10% more HP; 10 extra civilian slots; capture 1 additional point at once |
| Rich Businessman | Legendary | 1% | Factories produce 10% faster; 10% more income per cycle; shops restock 15 seconds faster |
| Nuclear General | Legendary | 0.75% | TBA |
| Emperor | Mythic | 0.50% | TBA |
| Empress | Mythic | 0.25% | TBA |
Note: Crazy Scientist, Nuclear General, Emperor, and Empress have perks marked TBA, so their exact bonuses aren’t confirmed yet. Their rarities and drop rates, however, are set as shown above.
If you’re choosing where to put your perks to work, the picks lean toward your playstyle. Rich Businessman and President reward an economy-first base, while General of Doom and Dark Lord push aggressive conquest with stronger vehicles and faster captures. With the first roll free and duplicates paying back Gems, there’s no downside to rolling as soon as the General Residence is on your plot.






