Command An Army Evolution Guide: Requirements, Station and All Paths
How evolution works in Command An Army: the level 20 requirement, the evolve station, all five unit evolution paths, and which ones are worth pursuing first.
FAQ
What level do units evolve at in Command An Army?
Where do I evolve a unit in Command An Army?
What is the best unit to evolve in Command An Army?
Should I evolve or ascend first?
Does every unit evolve in Command An Army?
How does evolution work in Command An Army?
Evolution turns a starter unit into a stronger form of the same line. It is one of the most important long-term systems in the game, because it produces high-tier units without depending on banner luck.
Two requirements come up consistently in player reports: the unit must reach the level threshold, and the evolution itself happens at an evolve station. Community reporting puts the level requirement at 20. Both the threshold and the station are third-party observations rather than official documentation, so confirm them on the live unit panel before you plan around them.
Evolution is separate from ascension. Evolution changes what a unit is; ascension permanently strengthens the copy you already own using duplicates. The two systems run in parallel, and the unit tier list explains what each evolved unit is actually worth once you get there.
All Command An Army evolution paths
Five paths are currently documented. Every one of them starts from a cheap starter and ends somewhere meaningfully stronger, which is why a 1-star unit you are actively evolving is often a better hold than a 3-star unit you cannot field.
| Base unit | Evolution path | Endpoint tier |
|---|---|---|
| Mercenary (1★) | Mercenary → Squire (2★) → Knight (3★) | B |
| Shieldman (1★) | Shieldman → Sentinel (2★) → Imperial Wall (3★) | A |
| Spearman (1★) | Spearman → Pikeman (2★) | C |
| Archer (1★) | Archer → Longbowman (2★) → Flame Archer (3★) | S |
| Scout Rider (2★) | Scout Rider → Cavalryman (3★) → Lancer (4★) | S |
Scout Rider → Cavalryman → Lancer
This is the most valuable chain in the game. Lancer is an S-tier unit with the highest charge damage of anything in the roster, and reaching it through evolution means you do not need the summon luck that a 4-star banner would demand.
Scout Rider is also the fastest unit in the game and the best low-star flanker, so the line is useful before it finishes. The weak point is the early game: Scout Rider gets hard-countered by anything in a Hold formation with spears, so it needs space to work rather than a head-on push.
Archer → Longbowman → Flame Archer
The Archer line ends at Flame Archer, a 3-star S-tier unit that punches well above its cost. The arced shot trajectory opens positioning options no other ranged unit has, and the damage over time on hit keeps working after each landed shot.
This is the best value path for a ranged player, because it reaches S tier at 3 stars — one star cheaper than Samurai, Lancer, Spartan, Immortal and Berserker, which matters when your Star Limit is tight.
Shieldman → Sentinel → Imperial Wall
The defensive line. Shieldman is a 1-star starter with shieldwall cover, Sentinel adds solid HP and shield coverage at 2 stars, and Imperial Wall becomes the best purely defensive unit in the game at 3 stars.
The trade-off is real: Imperial Wall stalls fights rather than winning them, with near-zero offensive output. It needs backline damage dealers doing the actual work, so treat this path as the foundation of a squad rather than the squad itself.
Mercenary → Squire → Knight
The longest path in the game, and the weakest return. Mercenary is the lowest-performing base unit in the roster, Squire is acceptable at both offense and defense, and Knight becomes a clean line-breaker at 3 stars.
The problem is timing. By the time a fully levelled Knight arrives, S and A tier units start outpacing it in late-game scenarios. Take this path if you already hold the units, not as a goal in itself.
Spearman → Pikeman
The shortest path, and a situational one. Spearman has exactly one useful matchup — stopping cavalry charges — and Pikeman keeps that role at 2 stars while adding budget value.
Update 2 raised both Spearman and Pikeman squad sizes from 24 to 28 troops, which gives the line more battlefield control than it had at launch. It remains an anti-cavalry pick rather than a general-purpose one.
Should you evolve or ascend first?
Run both in parallel. Evolve your starter units up their lines while ascending the banner units you have committed to, because the two systems do different jobs:
- Evolution changes what a unit is, moving it up a fixed path to a stronger endpoint.
- Ascension uses duplicate copies to permanently strengthen the version you already own, combining two copies per level up to a maximum of Ascension 3.
Focusing on only one leaves part of your roster behind. A player who evolves three starters and ascends one banner unit builds a balanced roster faster than a player who does either exclusively.
What is not confirmed about evolution?
The level 20 threshold and the evolve station location come from player reports, not official documentation. The Rapier Knight to three-star Rapier Knight route added in Update 2 has no published requirement at all — do not assume it uses the same cost or route as an older line until the unit screen confirms it.
Most 3-star and 4-star banner units have no published evolution route at all. A unit with no path gains value through ascension instead, so check the tier list before spending resources on a unit that has nowhere to evolve to.
What should I read next?
The unit tier list ranks all 25 units and shows which endpoints are actually worth the investment. The unit acquisition overview covers banners and costs, the formation planning guide turns an evolved unit into a squad you can test, and the codes page funds the Gems side of the grind. Update 2 also changed Gem earnings and squad sizes, which the Update 2 patch page covers in full.
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