Command an Army Worst Units — D and C Tier Ranked

Not every unit in Command an Army deserves a slot. Here's the worst units ranked, why they underperform, and when to use them anyway.

Every loadout slot in Command an Army matters, and filling one with a dud can cost you the match before the first charge lands. Knowing which units sit at the bottom of the meta is just as important as knowing the S-tier picks — especially when you're deciding what to evolve, what to bench, and what to never summon for again. This breakdown of the Command an Army worst units covers the bottom of the tier list, why these troops struggle, and the handful of situations where they still earn their keep.

If you're new to the game, the core loop is simple: build a loadout of up to four units, pick a player class, and fight in team-based medieval sieges where attackers capture objectives and defenders hold the line. With six unit archetypes and dozens of named fighters, the gap between top and bottom tier is enormous.

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

Command an Army Worst Units at a Glance

Based on community tier lists and player experience, the bottom of the barrel shakes out like this:

TierUnitsWhy They Rank Low
D-TierArcher, SpearmanOutclassed by direct upgrades; weak stats for their cost
C-TierPikeman, SentinelSituational; only shine in narrow counter-pick scenarios
B-Tier (borderline)Crossbowman, Scout Rider, Imp. Halberdier, KnightUsable, but rarely optimal

The key takeaway: D-tier units aren't unplayable — they're just the first things you should replace once you unlock better options. C-tier units have a real niche, but you need to know exactly when to field them.

Why Archer Is the Worst Ranged Unit

The Archer is the classic beginner trap. It's one of the first ranged units you'll unlock, and it feels fine in early matches — until you meet literally any other ranged option.

The Problems With Archer

  • Low damage output compared to Longbowman and Flame Archer
  • No burn or shield-piercing effect, so tanks walk right through its volleys
  • Extremely fragile in melee, meaning any flanking cavalry deletes it instantly
  • Poor scaling — even ascended, it can't compete with higher-tier ranged units

The community consensus is blunt: Archers are useful for evolution fodder and nothing else once you're past the tutorial phase. If you're running Archers in a ranked match, you're effectively giving the enemy a free flank target.

When Archer Still Works

There is one scenario where Archers pull weight: early-game defense on open maps where you can park them behind a shield wall and the enemy has no cavalry. In that narrow case, massed Archer fire can chip down attackers before they reach your line. The moment the enemy brings Scout Riders or Lancers, though, your Archers are gone.

Spearman: The Worst Anti-Cavalry Unit

On paper, the Spearman sounds great — an anti-cavalry unit that punishes mounted charges. In practice, it's one of the weakest units in the game.

Stat CategorySpearmanPikeman (Upgrade)
Anti-cavalry bonusModerateHigh
Melee survivabilityLowModerate
Formation utilityLimitedStrong
Cost efficiencyPoorGood

The Spearman's problem is timing. Cavalry charges happen fast, and the Spearman's damage window is too narrow to reliably punish a well-timed Lancer charge. Meanwhile, it loses almost every straight melee fight against sword-and-shield infantry.

The Pikeman Upgrade Doesn't Fully Fix It

Spearmen evolve into Pikemen, which sit in C-tier. Pikemen are meaningfully better — longer reach, stronger anti-cavalry bonus — but they still struggle against shield-piercing units like Mace and Flame Archer. If you're building an anti-cavalry line, Pikemen are the minimum acceptable pick, and even then they need shield support in front.

Sentinel and Pikeman: The C-Tier Middle Ground

C-tier units aren't "bad" so much as "narrow." They do one job well and everything else poorly.

Sentinel (Evolves From Shieldman)

Sentinels are defensive specialists. They absorb pressure, hold chokepoints, and protect your damage dealers. The catch: they deal almost no damage, and shield-piercing units (Mace, Flame Archer) shred them.

Use Sentinels when: you're defending a narrow objective on a map like Castle, and you have ranged units behind them doing the actual killing.

Skip Sentinels when: you need any offensive pressure at all. A Sentinel-heavy loadout is a slow loss on attack.

Pikeman (Evolves From Spearman)

Pikemen are the "correct" answer to cavalry spam. If the enemy team is running three or four mounted units, a Pikeman line can genuinely swing the match.

Use Pikemen when: the enemy loadout is cavalry-heavy and you can position them in a tight formation.

Skip Pikemen when: the enemy runs infantry and ranged. Pikemen lose those fights badly.

Units That Look Bad but Aren't (Common Misconceptions)

Not every low-tier label is deserved. A few units get unfairly dumped on:

UnitReputationReality
Scout Rider"Too weak to matter"Elite flanker and early-game harasser; speed wins objectives
Knight"Just a mid infantry"Reliable all-rounder that never feels bad to field
Immortal"Dies too fast"Highest flank/back damage in the game — it's a glass cannon, not a tank

The Scout Rider is a perfect example. Players see low damage numbers and write it off, but its real value is map presence. Rushing an undefended supply point or chasing down retreating Archers wins games that raw stats don't show.

How to Avoid Wasting Resources on Bad Units

The worst mistake new players make isn't fielding bad units — it's investing in them.

Evolution Investment Rules

  1. Never ascend D-tier units unless you need them for an evolution chain you're actively pursuing.
  2. Check the evolution path first. Spearman → Pikeman is a dead end for competitive play. Shieldman → Sentinel → Imperial Wall is worth it, because Imperial Wall is A-tier.
  3. Save duplicates for units on a path to S-tier or A-tier.

Summoning Priorities

Community reports suggest the summon odds for top units like Spartan are extremely low, so don't burn every coin chasing one unit. Instead:

  • Redeem active codes first (they give free summon currency)
  • Complete quests for gems and rolls
  • Spend on banners only when you have enough for multiple pulls

Best Replacements for the Worst Units

If you're currently running Archers and Spearmen, here's what to swap in:

ReplaceWithWhy
ArcherFlame ArcherBurn damage ignores shields
ArcherCrossbowmanBetter raw damage, still cheap
SpearmanMaceShield-piercing, strong vs. tanks
SpearmanBerserkerHigh melee damage, A-tier value
SentinelImperial WallSame defensive role, far better

For a full picture of where every unit lands, our Command an Army best units tier list on GameRant breaks down the S-tier and A-tier picks in detail.

Map and Formation Tips for Low-Tier Units

Sometimes you're stuck with what you've got. Here's how to squeeze value out of weak units:

  • Castle map: Park Sentinels in the gate chokepoint and stack Archers behind them. The narrow approach limits enemy flanking.
  • Open maps: Never field Archers without cavalry cover. Scout Riders will eat them alive.
  • Turtle formation: Shield units raise shields on the flank to create a defensive pocket — a real historical tactic that works in-game for protecting fragile ranged units.
  • Flanking: The single most important skill in Command an Army. Even a weak unit hitting an Archer line from behind deals massive damage.

Player experience consistently shows that positioning beats raw stats. A well-placed C-tier unit outperforms a poorly-positioned S-tier unit almost every time.

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