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 Rating | Typical Role | Star Limit Impact |
|---|---|---|
| ★ (1-Star) | Filler, evolution fodder | Minimal — cheap bodies to pad slots |
| ★★ (2-Star) | Situational defense, flankers | Low — good budget value |
| ★★★ (3-Star) | Core frontline, reliable damage | Moderate — the sweet spot for most accounts |
| ★★★★ (4-Star) | Elite carries, S-tier threats | High — 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
| Unit | Stars | Source | Why It's S-Tier |
|---|---|---|---|
| Samurai | ★★★★ | Summon Banner | Well-armored, high DPS, survives long fights, and can tank archers and crossbows on the frontline |
| Immortal | ★★★★ | Summon Banner | Highest offensive output in the game; shreds unarmored units, especially from flanks |
| Lancer | ★★★★ | Evolution | Strongest mounted unit; highest charge damage in the game, unbeatable on open terrain |
| Mace | ★★★ | Summon Banner | Best-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
| Unit | Stars | Source | Strength | Weakness |
|---|---|---|---|---|
| Spartan | ★★★★ | Summon Banner | Best raw combat value, shield blocks charges and ranged | Shield-piercing units are common |
| Berserker | ★★★★ | Summon Banner | One of the highest DPS outputs in the game | Almost zero defense; melts to ranged |
| Imperial Wall | ★★★ | Evolution | Huge HP pool plus shield; best defensive unit | Long grind; almost no offense |
| Knight | ★★★ | Evolution | Dedicated line breaker; cleanest charge in the roster | Slow to obtain; weak late game |
| Spear Vanguard | ★★★ | Evolution | Balanced offense/defense; excels in formations | Poor charging; defensive-leaning |
| Cavalryman | ★★★ | Evolution | Strong charge; evolves into Lancer | Situational 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
| Unit | Stars | Best 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 Unit | Evolution Path | Final 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
- Check your Star Limit first. This is a hard cap — you cannot equip anything that pushes your combined star value over it.
- Slot one S or A-tier carry. Samurai, Immortal, or Mace if you have them.
- Add one role-specific body. Shieldman or Spear Militia for defense; Berserker or Immortal for attack.
- Fill remaining slots with cheap C-tier starters. Mercenary, Spearman, or Archer to pad Star budget.
- Swap filler upward as your limit rises. Replace 1★ bodies with 3★ alternatives one at a time.
Sample Loadouts by Playstyle
| Playstyle | Core Melee | Support | Budget Filler |
|---|---|---|---|
| Defensive hold | Imperial Wall + Spear Vanguard | Crossbowman backline | Shieldman, Spearman |
| Aggressive push | Immortal + Berserker | Flame Archer | Mercenary, Archer |
| Balanced | Samurai + Mace | Longbowman | Squire, Spear Militia |
| Flank pressure | Lancer + Scout Rider | Any ranged | Pikeman, 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
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