Command An Army Tier List: All 25 Units Ranked (September 2026)
The Command An Army unit tier list: all 25 units ranked S to C with star costs, roles, and counters. Samurai, Lancer, Flame Archer and Mace are S tier.
FAQ
What is the best unit in Command An Army?
How many units are in Command An Army?
Does the Star Limit change which units I should use?
Which units are worth evolving?
Is this an official tier list?
What is the Command An Army tier list right now?
All 25 units are ranked S to C below. Samurai and Lancer are the only units every dated guide agrees on for S tier. Flame Archer, Mace and Spartan are S tier in two of the three guides checked, and Immortal is the one genuine disagreement: Pro Game Guides places it in S while Gamezebo and games.gg place it in A.
Update note (October 7, 2026): Update 3, the Mongol update of October 3, 2026, added the first 5-star unit (Laestrygonian), a 4-star Myrmidon and three Battle Pass units. No dated third-party guide has rated the new units yet, so they are not ranked on this page — the ranking below covers the documented roster through Update 2. The complete roster records what shipped, and the Update 3 overview carries the reported breakdown.
The ranking weighs four things in order: raw combat value, how efficiently a unit spends its stars against the Star Limit, versatility across situations, and whether it stays useful in long fights. A 3-star unit that works in every squad outranks a 4-star unit that needs a specific setup.
Every unit you field costs stars, and your total loadout cannot exceed your Star Limit. That single constraint decides more games than any individual unit pick, so read the unit acquisition overview before you spend Gems from the codes list.
Full tier list: every unit at a glance
| Tier | Units |
|---|---|
| S | Samurai (4★), Lancer (4★), Flame Archer (3★), Mace (3★) |
| A | Spartan (4★), Immortal (4★), Berserker (4★), Imperial Wall (3★), Cavalryman (3★), Spear Vanguard (3★) |
| B | Scout Rider (2★), Crossbowman (3★), Elite Javelineer (3★), Imperial Halberdier (3★), Sentinel (2★), Knight (3★), Longbowman (2★), Squire (2★), Spear Militia (2★) |
| C | Halberdier (1★), Pikeman (2★), Javelineer (1★), Archer (1★), Shieldman (1★), Mercenary (1★), Spearman (1★) |
S tier units
These four units earn their star cost in almost every situation. Build around them whenever your Star Limit allows.
| Unit | Stars | Role | Key strength |
|---|---|---|---|
| Samurai | 4 | Frontline | Consistent sustained damage, counters shield stacking, survives ranged and melee |
| Lancer | 4 | Mounted charge | Highest charge damage in the game, dominates open terrain |
| Flame Archer | 3 | Ranged | Arced shots, damage over time on hit, most flexible ranged unit |
| Mace | 3 | Frontline | Exceptional value against shield-heavy comps, balanced stats |
Samurai is the single most consistent frontline unit in the game. It counters shield stacking, holds up against both ranged and melee pressure, and delivers reliable damage without needing a specific setup around it. No other 4-star unit does its job this cleanly across this many situations, which is why all three guides put it in S.
Lancer is the payoff for investing in the Scout Rider evolution line. The highest charge damage of any unit in the game makes it a fight-ender on open terrain. It can be punished if cornered, but controlling the pace of engagements before that happens is part of using it correctly.
Flame Archer sits at 3 stars and punches well above that cost. The arced shot trajectory opens up positioning options no other ranged unit has, and the damage over time effect on hit means every landed shot keeps working after impact. It is the strongest ranged pick in the roster and the top of the Archer evolution line.
Mace is the quiet overperformer. Three stars for a unit with no obvious stat weakness and genuine value against shield-heavy compositions is a strong deal. Even in matchups where shields are not the main problem, the balanced stats keep it useful.
A tier units
These six units perform well in their intended roles and are worth building around. None of them quite match the S-tier ceiling, but each has a specific job it does very well.
| Unit | Stars | Role | Key weakness |
|---|---|---|---|
| Spartan | 4 | Shield frontline | Increasingly countered by block damage units in the current meta |
| Immortal | 4 | Flank attacker | Almost no defensive stats, unreliable without coordination |
| Berserker | 4 | Burst damage | Fragile in sustained fights, positioning-dependent |
| Imperial Wall | 3 | Pure defense | Near-zero offensive output, needs backline dealers to win fights |
| Cavalryman | 3 | Mounted | Main value is the Lancer evolution path |
| Spear Vanguard | 3 | Formation anchor | Not aggressive enough to carry fights solo |
Spartan was a strong S-tier candidate, but the growing number of block damage units in the current meta has made it easier to counter than it used to be. Still one of the strongest shields in the roster and worth using — Pro Game Guides and Gamezebo both keep it in S, while games.gg drops it to A on that basis.
Immortal has the highest offensive ceiling in the game when it is flanking. The problem is it has almost no defensive stats, so it falls apart if it ends up absorbing hits instead of dealing them. With the right team coordination it is devastating; without it, it is a liability. This is the unit the guides disagree about most.
Berserker hits harder than almost anything else on a charge and can delete isolated targets instantly. The fragility in sustained fights and the strict positioning requirement keep it out of S tier, but in the right hands it is a fight-ender.
Imperial Wall on a Hold formation is the best purely defensive unit in the game. The trade-off is a near-complete absence of offensive output, which means it stalls fights rather than winning them unless you have backline damage dealers doing the actual work.
Cavalryman contributes meaningfully in combat as a standalone unit, but its real value is the evolution path into Lancer. Do not skip it just because Lancer is the goal.
Spear Vanguard anchors a formation and holds a line, but it will not carry a fight on its own. Pair it with a damage dealer rather than treating it as one.
B tier units
B tier units are competent in the right position and collapse when placed incorrectly. Each one has a specific job. Put them in that job and they are fine. Ask them to do something else and they will cost you the fight.
| Unit | Stars | Strength | Weakness |
|---|---|---|---|
| Scout Rider | 2 | Fastest unit, best early flanker | Destroyed by Hold formations and spear units |
| Crossbowman | 3 | Reliable backline damage over time | Collapses entirely without a frontline |
| Elite Javelineer | 3 | Block damage and range behind a shield line | Easy target once enemies close distance |
| Imperial Halberdier | 3 | High HP, block damage, useful buffer | Cannot anchor a formation as a primary carry |
| Sentinel | 2 | Solid HP and shield coverage | Low offensive output, needs backline support |
| Knight | 3 | Cleanest line-breaker in the roster | Long evolution path, loses relevance against S and A tier late game |
| Longbowman | 2 | Better range and damage than Archer | Fragile in melee, outperformed by higher tier ranged units |
| Squire | 2 | Acceptable offense and defense | Main value is the Knight evolution path |
| Spear Militia | 2 | Good defensive coverage against cavalry | Weak offensively, not reliable for initiating |
Scout Rider is the fastest unit in the game and the best flanker at lower star levels. The evolution ceiling into Lancer through Cavalryman gives it long-term relevance, but in the short term it gets hard-countered by anything in a Hold formation with spears.
Crossbowman stacks reliable backline damage when protected. Take away the frontline and it contributes nothing. It is one of the most formation-dependent units in the entire roster.
Knight is the dedicated line-breaker and does that job cleanly. The problem is the evolution path from Mercenary is long, and by the time you have a fully levelled Knight, S and A tier units start outpacing it in late-game scenarios.
Imperial Halberdier is a useful buffer with high HP and block damage, but it cannot be the unit you build a formation around. Gamezebo rated it in S tier on September 14; neither Pro Game Guides nor games.gg did.
C tier units
None of these units will carry a fight. Keep them for Star budget management and evolution progress, not performance.
| Unit | Stars | Keep for |
|---|---|---|
| Halberdier | 1 | Imperial Halberdier evolution path |
| Pikeman | 2 | Stopping specific cavalry matchups, budget filler |
| Javelineer | 1 | Early game filler, budget management |
| Archer | 1 | Longbowman evolution path |
| Shieldman | 1 | Sentinel evolution path, shieldwall cover |
| Mercenary | 1 | Starting point for the Knight evolution path |
| Spearman | 1 | Anti-cavalry only, Star budget filler |
Spearman has exactly one useful matchup: stopping cavalry charges. Outside of that it underperforms against most unit types.
Mercenary is the weakest combat unit in base form but sits at the start of the Mercenary to Squire to Knight evolution chain, which is the only reason to hold onto it. The same logic applies to Shieldman heading toward Sentinel and eventually Imperial Wall.
How do evolution paths work?
Evolution is one of the most important long-term systems in the game. Several starter units evolve into meaningfully stronger forms, and the key requirement is reaching level 20 before evolution becomes available.
| Base unit | Evolution path |
|---|---|
| Mercenary (1★) | Mercenary → Squire (2★) → Knight (3★) |
| Shieldman (1★) | Shieldman → Sentinel (2★) → Imperial Wall (3★) |
| Spearman (1★) | Spearman → Pikeman (2★) |
| Archer (1★) | Archer → Longbowman (2★) → Flame Archer (3★) |
| Scout Rider (2★) | Scout Rider → Cavalryman (3★) → Lancer (4★) |
The Scout Rider to Lancer path is the most valuable evolution chain in the game. Getting a Lancer through evolution rather than relying on banner pulls alone gives you an S-tier unit without needing the summon luck.
What do I need before a unit can evolve?
Community reporting puts the requirement at level 20, with evolution performed at an evolve station. Both the level threshold and the station location are third-party observations rather than official documentation, so confirm them in the live client before planning around them. The dedicated evolution guide covers each branch in detail.
How does the ascension system work?
Ascension uses duplicate copies of a unit to permanently strengthen the version you already own. Every time you pull a unit you already have, that duplicate goes into ascension. Combining two copies raises the unit’s Ascension level, up to a maximum of Ascension 3, and the stat boost is permanent.
The general approach is to evolve your starter units up their lines while ascending the banner units you have committed to. Running both systems in parallel builds a balanced roster faster than focusing on one or the other.
What is the best army composition?
The strongest theoretical loadout is Samurai, Immortal, Mace and Knight, but your Star Limit determines whether you can actually field that combination. Most players will not have the account level for it early on.
A practical approach at most account levels: one S or A tier unit as your primary damage dealer, one role-specific defensive body such as Shieldman or Spear Militia, and two cheap C-tier starters to fill the remaining slots within your Star budget. As your Star Limit increases, swap the filler units out for stronger alternatives one at a time.
The current meta slightly punishes pure shield-heavy compositions because of how many block damage units are in active play. Spartan is still strong but pairs better with units that can punish enemies who try to counter the shield stack rather than just stacking more shields.
Where do the guides disagree?
This ranking synthesizes three dated third-party guides. Recording the disagreement is part of the result, not a hedge: it tells you which picks are safe and which depend on who you ask.
| Unit | Pro Game Guides (Sep 13) | Gamezebo (Sep 14) | games.gg (Sep 14) |
|---|---|---|---|
| Samurai | S | S | S |
| Lancer | S | S | S |
| Spartan | S | S | A |
| Immortal | S | A | A |
| Flame Archer | not listed S | S | S |
| Mace | not listed S | S | S |
| Imperial Halberdier | not listed S | S | not listed S |
Samurai and Lancer are the only units with an unbroken S across all three sources. Flame Archer, Mace and Spartan each hold S in two of three. Immortal is the one unit where the top rating comes from a single source, which is why it sits in A here despite its high offensive ceiling.
What should I read next?
Use the codes list to fund pulls and upgrades, then the unit acquisition overview to understand what banners and costs actually apply. The formation planning guide turns a tier pick into a squad you can test, and the beginner guide covers the official attack, defense, capture-point and upgrade loop from the start.
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