Best Melee Units in Command An Army Roblox

Find the best melee units in Command An Army Roblox. Compare Samurai, Immortal, Berserker, Mace, and more with stats, roles, and loadout tips.

Why Melee Units Decide Most Command An Army Matches

If you want to know the best melee units in Command An Army, the short answer is Samurai, Immortal, Berserker, and Mace — but which one deserves your Star Limit depends entirely on how you fight. This Roblox siege game lives and dies by your frontline. Ranged units like Flame Archers and Crossbowmen put out scary damage, but they collapse the second nothing is standing in front of them.

That is why picking the best melee units in Command An Army matters more than almost any other decision. Your Star Limit is a hard cap on the combined star value of everything you equip, so every slot is a trade-off. A four-star Samurai might lock out two cheaper bodies. Get the math wrong and your formation folds before the first gate even breaks.

Helpful resources: tier list, beginner guide, and comprehensive guide.

This guide breaks down every relevant melee unit by tier, role, and Star cost, then shows you how to build loadouts that actually hold a line.

How Melee Units Are Ranked in Command An Army

Before you spend gems on a banner, understand what "best" means here. Community tier lists from outlets like Game Rant's Command an Army unit ranking weigh units across four criteria:

  • Raw combat value and staying power — how long a unit survives in a prolonged fight
  • Star Limit cost — an expensive unit that locks out two cheaper ones can hurt your overall formation
  • Versatility — whether the unit works on both attack and defense
  • Role clarity — does it do one job (line breaking, tanking, flanking) better than anything else?

A unit can hit hard and still be a bad pick if it eats too much of your Star budget. That is the core tension in every Command An Army loadout.

Star Limit Cost at a Glance

Star RatingTypical RoleStar Limit Impact
★ (1-Star)Filler, evolution fodderMinimal — cheap bodies to pad slots
★★ (2-Star)Situational defense, flankersLow — good budget value
★★★ (3-Star)Core frontline, reliable damageModerate — the sweet spot for most accounts
★★★★ (4-Star)Elite carries, S-tier threatsHigh — usually one per loadout early on

Your Star Limit rises as your account level increases, so early-game loadouts lean on 1★ and 2★ bodies while late-game builds stack 3★ and 4★ power.

The Best Melee Units in Command An Army, Tier by Tier

Here is where the actual melee roster shakes out. Note that pure ranged units like Flame Archers and Crossbowmen are excluded — this is a frontline breakdown.

S-Tier Melee Units

UnitStarsSourceWhy It's S-Tier
Samurai★★★★Summon BannerWell-armored, high DPS, survives long fights, and can tank archers and crossbows on the frontline
Immortal★★★★Summon BannerHighest offensive output in the game; shreds unarmored units, especially from flanks
Lancer★★★★EvolutionStrongest mounted unit; highest charge damage in the game, unbeatable on open terrain
Mace★★★Summon BannerBest-rounded stat spread — strong HP, solid damage, good speed, and brutal against shields

Samurai is the safest elite pick. It anchors a line, eats ranged fire, and deals consistent charge damage if you place it correctly. If you only pull one 4★ melee unit, this is the one most players want.

Immortal is the opposite philosophy: a glass cannon with a terrifying ceiling. Community reports consistently note it has no armor, so it dies fast on the frontline — but flank or ambush with it and it deletes almost anything.

Mace is the value king. At only three stars, it deals serious damage to shields and has no obvious weakness. Its trade-off is a slow attack speed and a lackluster charge, so treat it as a grinder, not a burst threat.

A-Tier Melee Units

UnitStarsSourceStrengthWeakness
Spartan★★★★Summon BannerBest raw combat value, shield blocks charges and rangedShield-piercing units are common
Berserker★★★★Summon BannerOne of the highest DPS outputs in the gameAlmost zero defense; melts to ranged
Imperial Wall★★★EvolutionHuge HP pool plus shield; best defensive unitLong grind; almost no offense
Knight★★★EvolutionDedicated line breaker; cleanest charge in the rosterSlow to obtain; weak late game
Spear Vanguard★★★EvolutionBalanced offense/defense; excels in formationsPoor charging; defensive-leaning
Cavalryman★★★EvolutionStrong charge; evolves into LancerSituational in closed areas

Berserker deserves special attention. It pairs beautifully with the Viking Berserker-style aggressive pushes you see in ranked canyon defenses, where players spam "Hold position" to bait charges and then rush. Just never leave it exposed to Flame Archers.

B-Tier and Below: When Cheap Melee Still Matters

UnitStarsBest Use
Scout Rider★★Fastest flanker; evolves into Lancer via Cavalryman
Imperial Halberdier★★★Solid secondary defensive body with high 3★ damage
Sentinel★★Strong 2★ shield wall for protecting backline ranged
Squire★★Balanced filler that evolves into Knight
Spear Militia★★Anti-cavalry defense; evolves into Spear Vanguard
Pikeman★★Stops charges; decent DPS for the cost
Mercenary★Weak in combat, but the only path to Knight
Spearman★Anti-cavalry only; underperforms elsewhere
Shieldman★Cheap shield wall; long road to Imperial Wall

The takeaway: 1★ and 2★ melee units are not "bad" — they are budget bodies and evolution paths. Keep them in your roster for Star Limit filler, not because they will win you a ranked match.

Melee Unit Evolution Paths Worth Grinding

Evolution is one of the most important long-term progressions in Command An Army. You need to level a unit to level 20 before it can evolve, and the payoff is a meaningfully stronger form.

Base UnitEvolution PathFinal Payoff
Mercenary ★→ Squire ★★ → Knight ★★★A-tier line breaker
Shieldman ★→ Sentinel ★★ → Imperial Wall ★★★Best defensive unit in the game
Spearman ★→ Pikeman ★★Anti-charge specialist
Scout Rider ★★→ Cavalryman ★★★ → Lancer ★★★★S-tier mounted carry

The Scout Rider line is the standout. A cheap 2★ flanker turns into the strongest cavalry unit in the game, which makes it one of the best long-term investments for any account.

Ascension: The Other Upgrade System

Ascension uses duplicate copies of a unit to permanently strengthen it. It works in tandem with evolution — evolve your starter units up their lines while ascending the banner pulls you have already committed to.

Warning: Ascending a unit resets its level. Always double-check levels before you ascend, or you will undo hours of grinding.

How to Build a Melee-Focused Loadout

Your class (Sword and Shield, Assassin, or Hammer) only changes how your character fights — it does not dictate your troops. According to community guides, that separation is the most misunderstood part of the game. You can run Assassin with defensive troops or Sword and Shield with aggressive melee.

Here is how to actually structure a loadout around melee power.

Step-by-Step Loadout Building

  1. Check your Star Limit first. This is a hard cap — you cannot equip anything that pushes your combined star value over it.
  2. Slot one S or A-tier carry. Samurai, Immortal, or Mace if you have them.
  3. Add one role-specific body. Shieldman or Spear Militia for defense; Berserker or Immortal for attack.
  4. Fill remaining slots with cheap C-tier starters. Mercenary, Spearman, or Archer to pad Star budget.
  5. Swap filler upward as your limit rises. Replace 1★ bodies with 3★ alternatives one at a time.

Sample Loadouts by Playstyle

PlaystyleCore MeleeSupportBudget Filler
Defensive holdImperial Wall + Spear VanguardCrossbowman backlineShieldman, Spearman
Aggressive pushImmortal + BerserkerFlame ArcherMercenary, Archer
BalancedSamurai + MaceLongbowmanSquire, Spear Militia
Flank pressureLancer + Scout RiderAny rangedPikeman, Mercenary

The strongest theoretical four-unit loadout is Spartan, Immortal, Mace, and Knight or Shieldman — but almost no early account can field that simultaneously. Build toward it, do not force it.

Melee Tactics That Win Ranked Matches

Stats only get you so far. Community ranked footage out of canyon defense maps shows the same pattern over and over: players who spam Hold Position to bait enemy charges, then rush with melee once the charge is spent, win far more often than players who attack immediately.

Key tactical habits:

  • Hold formation for Imperial Wall and Sentinel. In Hold mode, these units can block chokepoints almost indefinitely.
  • Never frontline your Immortal. Flank or ambush with it; it has no armor.
  • Charge with Lancers on open ground only. Cornered cavalry is dead cavalry.
  • Protect Berserkers from ranged. They have almost no defense and die instantly to Flame Archers.
  • Keep your commander near the line. Sword and Shield lets you block attacks and hold objectives while your troops do the work.

Positioning, army commands, and actually playing the objective matter just as much as unit choice. A perfect loadout played badly loses to a budget loadout played well.

Frequently Asked Questions