Command An Army Star Rating Guide: Best Units Ranked

Master the Command An Army star rating system with our full unit tier list, Star Limit tips, and evolution paths for every troop in the Roblox siege game.

Every siege in Command An Army is won or lost before the first charge — in the loadout screen, where your Star Limit decides which troops you can actually field. This Command An Army star rating guide breaks down how star values work, which units are worth their cost, and how to build a formation that punches above its weight. If you have ever pulled a shiny 4★ unit and then discovered you cannot equip it, this is the article that explains why — and what to do instead.

What the Star Rating System Actually Means

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

Every unit in Command An Army carries a star value from 1★ to 4★. That number is not just a rarity tag — it is a hard budget cost. Your account has a Star Limit, a cap on the combined star value of everything you equip at once, and it rises only as your account level increases.

That single mechanic changes how you should think about the roster:

  • A 4★ Spartan is powerful, but it eats four points of your Star Limit in one slot.
  • Two solid 2★ units might contribute more total value than one 4★ unit in the wrong matchup.
  • A 1★ Shieldman can be the difference between your archers living or dying, for a fraction of the cost.

Community tier lists consistently rank units on four criteria: raw combat value, staying power in long fights, Star Limit efficiency, and versatility across attack and defense. Cost is weighted heavily because an expensive troop that locks out two cheaper ones can weaken your entire formation.

Why You Can't Equip a Unit You Just Pulled

This is the single most common complaint from new players. If a unit's star cost would push your total loadout past the cap, the game simply will not let you slot it. The fix is not more gems — it is account levels. Grind matches, level up, and your Star Limit expands.

Full Command An Army Unit Tier List (September 2026)

The current live roster sits at 25 units. Rankings below reflect the post-Guilds-and-Ranked meta, which left unit placements largely unchanged.

TierUnits
SSpartan, Immortal, Samurai, Lancer
ABerserker, Mace, Knight, Imperial Wall, Cavalryman, Spear Vanguard
BCrossbowman, Elite Javelineer, Imperial Halberder, Scout Rider, Sentinel, Squire, Spear Militia, Longbowman, Pikeman
CMercenary, Spearman, Archer, Halberder, Shieldman, Javelineer

One notable addition to the ranged lineup is Flame Archers, a 3★ evolution unit that applies a burn damage-over-time effect. Community reports rate it as the strongest ranged option currently available, ideal for holding a far defense or softening a siege push.

S Tier: The Units That Decide Fights

UnitStarsSourceWhy It's S Tier
Spartan4★Summon BannerBest raw combat value in the game; shield handles charges and ranged fire
Immortal4★Summon BannerHighest offensive output; shreds unarmored troops but fragile on the frontline
Samurai4★Summon BannerHeavy armor plus sustained damage; tanks archers and crossbows
Lancer4★EvolutionStrongest mounted unit; highest charge damage in the roster

Spartan is the benchmark. It performs in every match type, absorbs ranged fire behind its shield, and its charge damage can flip an engagement with good positioning. Immortal hits harder than anything else in the game but should be used for flanks and ambushes, not as a frontline anchor. Samurai is the durable pick — it survives prolonged fights and soaks arrow volleys. Lancer dominates open terrain but gets punished when cornered, so keep it out of chokepoints.

A Tier: Best Value Under the Star Limit

This is where most players should actually be shopping. A-tier units define roles without demanding the full 4★ price.

UnitStarsSourceKey StrengthKey Weakness
Berserker4★Summon BannerOne of the highest DPS outputs in the gameAlmost no defense; melts to ranged units
Mace3★Summon BannerMost balanced stat spread; strong HP, damage, and speedSlow attack speed, weak charge
Knight3★EvolutionDedicated line breaker; cleanest charge in the rosterLong grind; falls off late game
Imperial Wall3★EvolutionBest defensive unit; huge HP pool and shieldAlmost no offense; slow to evolve
Cavalryman3★EvolutionStrong charge in open terrain; evolves into LancerAwkward on enclosed maps
Spear Vanguard3★EvolutionGreat reach and formation playNo real charge; defensive lean

Mace deserves special attention. Player experience consistently flags it as the best value pick in the game — it pulls more easily than a 4★, brings no obvious weakness, and slots into nearly any formation. If you are still short on Star Limit, Mace is the unit to build around.

B and C Tier: Filler, Fodder, and Evolution Fuel

Lower-star units are not useless — they are cheap bodies that hold slots while your Star Limit grows, and several of them feed into elite evolutions.

UnitStarsReal Purpose
Crossbowman3★Reliable backline damage, but collapses without a shieldwall
Elite Javelineer3★Accurate block damage behind a shield line; helpless up close
Imperial Halberder3★High damage among 3★ troops; secondary defender only
Scout Rider2★Fastest unit and best flanker; hard-countered by spears
Sentinel2★Sturdy 2★ defender with a good shield
Spear Militia2★Anti-cavalry body; evolves into Spear Vanguard
Longbowman2★Better range and DPS than Archer; folds in melee
Pikeman2★Dependable anti-charge unit
Mercenary, Spearman, Archer, Halberder, Shieldman, Javelineer1★Star budget filler and evolution paths

The 1★ tier exists for two reasons: keeping your loadout under the cap, and feeding evolutions. Do not invest in them expecting them to carry.

How to Evolve Units in Command An Army

Evolution is the biggest long-term power gain available, and it is the reason a C-tier unit can eventually become an S-tier threat. The rule is simple: a unit must reach level 20 before it can evolve.

Base UnitEvolution Path
Mercenary [★]Mercenary → Squire [★★] → Knight [★★★]
Shieldman [★]Shieldman → Sentinel [★★] → Imperial Wall [★★★]
Scout Rider [★★]Scout Rider → Cavalryman [★★★] → Lancer [★★★★]
Spearman [★]Spearman → Pikeman [★★]
Archer [★]Archer → Longbowman [★★]

The Scout Rider line is the standout. It is the only path in the game that ends at a 4★ unit, which means a 2★ summon can eventually become one of the strongest troops on the roster. If you are planning long-term, that is the line to commit to.

Ascension: The Other Upgrade System

Ascension works alongside evolution. When a banner pull gives you a duplicate of a unit you already own, combining the two copies permanently raises that troop's stats. The community-standard approach is to evolve your starter units while ascending the summon units you have already committed to.

Warning: ascending a unit resets its level. Check your troops before you commit, or you will be re-grinding levels you already paid for.

Building a Loadout Under Your Star Limit

The strongest theoretical four-unit setup is Spartan, Immortal, Mace, and Knight — but almost nobody can field that at once. Here is how to build realistically at each stage.

Account StageRecommended Loadout Structure
Early gameOne A-tier or strong 3★ unit + two 1★ fillers (Shieldman, Spearman)
Mid gameOne S/A unit + one role body (Spear Militia or Sentinel) + two cheap fillers
Late gameOne S-tier carry + one role-specific unit + two upgraded 3★ units

For most accounts, the practical formula is: one S or A-tier pick, one role-specific body — Shieldman or Spear Militia for defense, Immortal for aggression — and two cheap C-tier starters to fill remaining slots. As your Star Limit climbs, swap the filler out for stronger bodies.

Class Choice and the Rock-Paper-Scissors Meta

Your commander class matters as much as your unit roster. Player experience describes the three classes as a rock-paper-scissors triangle:

  • Sword and Shield — highest HP, most well-rounded, best for beginners. Fine in every scenario, exceptional in none.
  • Assassin — lowest HP, highest DPS, fastest movement. Pair it with Scout Riders or Cavalrymen to dive enemy backlines and wipe out archers.
  • Hammer — slow attacks but heavy AoE damage. Built specifically to crack turtling strategies full of Spartans, Shieldmen, and Spear Militias.

Against a defensive cluster, bring the Hammer and a Berserker — the Berserker shreds super-defensive units but takes heavy damage from Crossbowmen and Archers, so screen it. Against a backline of ranged units, take the Assassin and fast cavalry. Against a balanced enemy, Sword and Shield will never lose you the game.

Should You Pull on the Standard Banner?

The pull rates for Spartan and Immortal sit around 0.08%. That is low enough that single pulls are almost always a waste. Community advice is consistent: save gems until you can afford several consecutive pulls, and redeem all active codes for free gems first.

One player documented spending 20,000 gems chasing new banner units and failing to pull the headline troop — a reminder that banner chasing is a gem sink, not a strategy. The same player concluded that the Myrmidons they did pull were not worth the investment compared to simply running Spartans. Treat banner pulls as a bonus, not a plan.

Final Takeaways

  • Star ratings are a budget, not a power ranking. A 3★ Mace often outperforms a marginal 4★ in practice.
  • Build around one carry, one role body, and cheap fillers until your Star Limit grows.
  • Commit to the Scout Rider → Cavalryman → Lancer line if you want a free path to a 4★ unit.
  • Match your commander class to the enemy's formation — Hammer against turtles, Assassin against backlines, Sword and Shield when unsure.
  • Never ascend a unit without checking its level first.