Generals Style

Zero Hour Generals Guide 2026 - All 9 Generals and Best Picks

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Command & Conquer: Generals – Zero Hour has three factions, the USA, China and the GLA, and each can be played as its base army or as one of three generals. That makes 12 armies in total: the base USA, China and GLA, plus the Air Force, Laser and Superweapon Generals (USA), the Tank, Infantry and Nuke Generals (China), and the Toxin, Demolition and Stealth Generals (GLA). Every general adds unique units, upgrades or powers, but also loses some of the base army, so each one asks for a different plan.

This guide explains how each faction plays, what makes each general different, and which ones are easiest to start with. It avoids exact costs and stats, which vary with patches and mods.

The three factions at a glance

Faction Style Strengths Weaknesses
USA High-tech, expensive, precise Strong aircraft, good defences, long-range support powers Units cost a lot; losing an army hurts
China Heavy armour and large numbers Tough tanks, strong defences, units that get better in groups Slower, and less mobile than the others
GLA Cheap, fast, sneaky No power plants needed, mobile units, tunnels, salvage upgrades Weaker in a straight fight against heavy armour

USA

The USA wins with quality. Units are expensive, but well protected and backed by strong aircraft and support powers. USA buildings need power from reactors, so protecting your power is part of the game. Players who like careful, efficient play and air power usually enjoy the USA.

China

China is about armour, numbers and defence. Its tanks are tough, its infantry fights well in large groups, and Hackers can earn extra money. China is forgiving for new players because its units survive mistakes better, but it is slower to move around the map.

GLA

The GLA has no power plants and no aircraft, but it is cheap and fast. Workers build the base, tunnels move units around the map, and destroyed vehicles leave salvage that upgrades GLA vehicles. The GLA rewards aggressive, clever play and punishes slow reactions.

The nine Zero Hour generals

Each general is a variant of a base faction. The table gives the short version; the sections below add detail.

Faction General Name Focus
USA Air Force General Granger Aircraft
USA Laser General Townes Laser weapons
USA Superweapon General Alexander Defences and superweapons
China Tank General Kwai Tanks
China Infantry General Fai Infantry
China Nuke General Tao Nuclear weapons
GLA Toxin General Dr. Thrax Toxins and chemicals
GLA Demolition General Juhziz Explosives
GLA Stealth General Kassad Camouflage

There is also a boss general you face in the Generals' Challenge mode; she isn't one of the nine you normally pick in multiplayer.

USA Air Force General (Granger)

Granger is built around the air. He gets the Combat Chinook, the King Raptor, the Stealth Comanche upgrade and a Carpet Bomb power, but cannot build Crusader or Paladin tanks. Play him by controlling the sky and striking where the enemy is weak. He is strong against slow armies and weak if your aircraft are shot down by good anti-air.

USA Laser General (Townes)

Townes replaces standard weapons with lasers: the Laser Tank and the Laser Defense Turret. He lacks the Tomahawk launcher and the Crusader and Paladin tanks. His army hits accurately, but USA buildings depend on power, so keep your reactors safe.

USA Superweapon General (Alexander)

Alexander is the defensive USA general. He has the Aurora Alpha bomber, EMP Patriot batteries and Advanced Control Rods, and a cheaper Particle Cannon. In return he has no Crusader or Paladin tanks and his vehicles cost more. He suits patient players who like to hold ground, but note that superweapons and Aurora bombers are banned or limited under most lobby rules.

China Tank General (Kwai)

Kwai has the strongest tank army in the game, including the Emperor Overlord and a Tank Drop power. He cannot build Inferno or Nuke Cannons and his aircraft cost more. His plan is simple: build tanks, keep them together and push. That simplicity makes him one of the best generals for beginners.

China Infantry General (Fai)

Fai fields large infantry armies. He has the Mini-Gunner, an Assault Troop Crawler, the Attack Outpost, the Fortified Bunker and an Infantry Paradrop power, but no Battlemaster or Overlord tanks. Infantry is cheap and strong in buildings, but weak against splash damage and toxins.

China Nuke General (Tao)

Tao specialises in nuclear power. He has Advanced Nuclear Reactors, the Isotope Stability upgrade and the Tactical Nuke MiG, and his tanks start with the nuclear upgrades that other Chinese armies must buy. His units are strong but his reactors are a liability if they are destroyed, so guard them.

GLA Toxin General (Dr. Thrax)

Thrax coats everything in poison. He has the Toxin Rebel, the Toxin Terrorist, the Toxin Network and the Anthrax Gamma upgrade. His units are deadly against infantry and buildings full of troops, but he loses camouflage (except for Jarmen Kell).

GLA Demolition General (Juhziz)

Juhziz loves explosives. He has the Demolitions upgrade, which lets his units blow themselves up, his Combat Cycles come with a Terrorist on board, and he has Advanced Demo Traps. He loses stealth (except for Jarmen Kell) and the toxin upgrades. Note that several of his tricks are banned under common lobby rules.

GLA Stealth General (Kassad)

Kassad hides his army. His Rebels start camouflaged and Camo Netting can hide his structures. He cannot build tanks or the SCUD Launcher, so he relies on surprise, ambushes and hit-and-run. He is fun but demanding, and a poor first pick.

Which general should a beginner pick?

  • China Tank General - a clear plan, tough units and room for mistakes.
  • Base USA or base China - the full roster, so you learn every unit before specialising.
  • USA Air Force General - once you are comfortable with multitasking and anti-air threats.

Generals that rely on stealth, tricks or very specific timing, such as the Stealth and Demolition Generals, are better once you know the maps and the other armies. There is no single best general: online games are balanced around many matchups, and the right pick depends on the map and your opponent.

Lobby rules that change how generals play

Online lobbies often play with "pro rules". Under the common standard pro rules, superweapons (Particle Cannon, Nuclear Missile and SCUD Storm) are not built, Aurora bombers and the Tactical Nuke MiG are not allowed, and GLA demo bikes (a Terrorist on a Combat Cycle) are banned. Some details differ from host to host, for example how many Particle Cannons the Superweapon General may build, or whether China may build a Nuclear Missile just for its upgrades.

We keep a full, sourced list per army on the Zero Hour pro rules page. Read it before joining a lobby so you don't build something the host has banned. Competitive 1v1 tournament rules are different again and usually allow every unit.

How to practise with a new general

  1. Play a few Skirmish games against the AI with the same general on one map.
  2. Learn the build letters of that general; our hotkeys list covers the default keys.
  3. Try a map with plenty of money to experiment, then a map with less money to learn efficiency. Browse the Zero Hour maps or our best maps article for ideas.
  4. Watch the units you lose: each loss tells you what your general is weak against.

If you want each general's buttons to show their letters, or want to move keys that feel awkward for your favourite general, you can do that in the Generals Style studio. Generals Style is a fan-made tool and isn't affiliated with EA.

Frequently asked questions

How many generals are there in Zero Hour?

There are nine generals, three per faction: Air Force, Laser and Superweapon for the USA; Tank, Infantry and Nuke for China; Toxin, Demolition and Stealth for the GLA. With the three base factions, that makes 12 playable armies.

Which is the best general in Zero Hour?

There is no single best general. Strength depends on the map, the opponent and the lobby rules. For beginners, China's Tank General and the base factions are the easiest to learn.

What is the easiest faction for beginners?

China is usually the most forgiving, because its tanks are tough and survive mistakes. The USA is also a good choice if you like air power and careful play.

Why are superweapons banned in many online games?

Most lobbies play "pro rules", which ban superweapons and a few units that are very hard to stop. See the pro rules page for the rules per army.

Does the GLA need power plants?

No. GLA buildings don't need power, which is one reason the GLA can expand quickly. It also has no aircraft.

Can I play as the boss general in multiplayer?

Not in a normal unmodded game. The boss general is the final opponent of the Generals' Challenge mode and isn't one of the nine generals you pick in a standard multiplayer lobby.

Make Zero Hour look and play your way

Design your control bar, loading screen, hotkeys and maps pack in the studio, then install it with one click.

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