Command an Army Units Tier List: Best Units Ranked

Our Command an Army units tier list ranks every unit from S to C, covering star costs, evolution paths, and the best army comps for Update 3.

Command an Army lives and dies by one mechanic: the Star Limit. Every unit you field eats into a hard cap, so a bad pick doesn't just waste a slot — it locks out better options entirely. That's why a reliable Command an Army units tier list matters more here than in most Roblox army games. This guide ranks the full roster from S to C tier, breaks down star costs and evolution paths, and shows you the army comps that actually win fights in the current Update 3 meta.

Command an Army Units Tier List Overview

Helpful resources: beginner guide, comprehensive guide, and complete codes list.

Here's every unit at a glance so you can check where your current roster stands. Rankings weigh raw combat value, Star Limit efficiency, versatility, and staying power in extended fights.

TierUnits
SSamurai, Lancer, Flame Archer, Mace
ASpartan, Immortal, Berserker, Imperial Wall, Cavalryman, Spear Vanguard
BScout Rider, Crossbowman, Elite Javelineer, Imperial Halberdier, Sentinel, Knight, Longbowman, Squire, Spear Militia
CHalberdier, Pikeman, Javelineer, Archer, Shieldman, Mercenary, Spearman

A quick note on how to read this: S tier units earn their star cost in almost every situation. C tier units exist for evolution progress and Star budget filler — not for carrying fights. Most disagreements between tier lists come down to how much weight a creator gives to ranked play versus progression grinding.

S Tier Units: The Best in Command an Army

These four units are worth building around whenever your Star Limit allows. If you're wondering which units to chase first, start here.

UnitStarsRoleKey Strength
Samurai4FrontlineSustained damage, counters shield stacking, survives ranged and melee
Lancer4Mounted chargeHighest charge damage in the game, dominates open terrain
Flame Archer3RangedArced shots, damage-over-time on hit, most flexible ranged unit
Mace3FrontlineStrong value against shield-heavy comps, balanced stats

Lancer is the payoff for investing in the Scout Rider evolution line. Its charge damage is the highest of any unit, which makes it a fight-ender on open ground. It can get punished if cornered, but controlling the pace of the engagement before that happens is part of using it correctly.

Flame Archer sits at just 3 stars and punches well above that cost. The arced shot trajectory opens up positioning options no other ranged unit has, and the burn effect keeps working after impact. Community reports consistently call it the strongest ranged pick in the roster — and it only really loses to Lancers.

Mace is the quiet overperformer. Three stars for a unit with no obvious stat weakness and genuine value against shield stacking is a strong deal. Even in matchups where shields aren't the main problem, the balanced stats keep it useful. Its evolution, Morningstar, is also rated highly by players for progression grinding.

A Tier Units: Strong Picks With One Catch

A tier units perform well in their intended roles. None quite match the S tier ceiling, but each has a specific job it does very well.

UnitStarsRoleKey Weakness
Spartan4Shield frontlineIncreasingly countered by block damage units
Immortal4Flank attackerAlmost no defensive stats, needs coordination
Berserker4Burst damageFragile in sustained fights
Imperial Wall3Pure defenseNear-zero offensive output
Cavalryman3MountedMain value is the Lancer evolution path
Spear Vanguard3Formation anchorNot aggressive enough to carry 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. It's still one of the best shields in the game and comfortably holds capture points — just not as dominant as before.

Immortal has the highest offensive ceiling in the game when it's 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 team coordination it's devastating. Without it, it's a liability.

Imperial Wall on Hold formation is the best purely defensive unit in the roster. The tradeoff is a near-complete absence of offensive output, which means it stalls fights rather than winning them — you need backline damage dealers doing the actual work.

Cavalryman contributes meaningfully as a standalone unit, but its real value is the evolution path into Lancer. Don't skip it just because Lancer is the goal.

B Tier Units: Situational but Competent

B tier units are fine in the right position and collapse when placed incorrectly. Put them in their job and they're solid. Ask them to do something else and they'll cost you the fight.

UnitStarsStrengthWeakness
Scout Rider2Fastest unit, best early flankerDestroyed by Hold formations and spears
Crossbowman3Reliable backline damageCollapses without a frontline
Elite Javelineer3Block damage and rangeEasy target once enemies close distance
Imperial Halberdier3High HP, block damageCan't anchor a formation as primary carry
Knight3Cleanest line-breakerLong evolution path, falls off late game
Longbowman2Better range and damage than ArcherFragile in melee
Squire2Acceptable offense and defenseMain value is the Knight evolution path
Spear Militia2Good defensive coverage against cavalryWeak offensively

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's 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 leveled Knight, S and A tier units start outpacing it in late-game scenarios.

C Tier Units: Evolution Fodder and Budget Fillers

None of these units will carry a fight. Keep them for Star budget management and evolution progress, not performance.

UnitStarsKeep For
Halberdier1Imperial Halberdier evolution path
Pikeman2Stopping cavalry matchups, budget filler
Javelineer1Early game filler, budget management
Archer1Longbowman evolution path
Shieldman1Sentinel evolution path, shieldwall cover
Mercenary1Starting point for the Knight evolution path
Spearman1Anti-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 it sits at the start of the Mercenary → Squire → 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.

One important caveat: some players rank Pikeman much higher because it's required to progress toward stronger units. If you're evaluating units purely as evolution stepping stones rather than combat bodies, your personal tier list will look different from a pure performance ranking.

How Do Evolution Paths Work in Command an Army?

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 UnitEvolution 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★)
Scout Rider (2★)Scout Rider → Cavalryman (3★) → Lancer (4★)

The Scout Rider to Lancer path is the most valuable evolution chain in the game. Evolving your way to a Lancer instead of relying on banner pulls gives you an S tier unit without needing summon luck. If you're free-to-play, this is the single most important project to commit to.

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: evolve your starter units up their lines while ascending the banner units you've committed to. Running both systems in parallel builds a balanced roster faster than focusing on one or the other.

How to Get More Units

The Unit Shop & Summons is the main way to obtain new fighters. Head to the summons area in the lobby, hold "open summons" to open the menu, then hit summon x1 or summon x10 depending on your gem count. The more expensive the banner, the higher your chance of pulling a better unit.

You can also earn units through quests, the Battle Pass, and ranked mode rewards — the Mongol Battle Pass in Update 3 is a good example. For more general Roblox coverage and game guides, check out the official Roblox platform page to see what else is trending.

Best Army Compositions in Command an Army

The strongest theoretical loadout is Samurai, Immortal, Mace, and Knight, but your Star Limit determines whether you can actually field that combination. Most players won't 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 (Lancer, Flame Archer, or Mace)
  • One role-specific defensive body like Shieldman or Spear Militia
  • Two cheap C tier starters to fill 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 it pairs better with units that punish enemies trying to counter your shield stack rather than just stacking more shields.

Units That Need a Buff

Based on community feedback and player experience, a few units feel underwhelming for their cost right now. The new 5-star unit is a common talking point — it's good but unreliable, because it needs to sit in the backline with shields protecting it, and random lobbies rarely coordinate well enough to make that work. Its low army count means it gets overwhelmed easily against larger squads.

Cavalry in general has taken a hit this update. The spear-heavy meta makes mounted units harder to justify, and some players would rather run Flame Archers or Longbowmen than gamble on a charge that might get shut down. If you're investing in cavalry, do it for the Lancer evolution payoff, not for mid-tier mounted units.

Frequently Asked Questions