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Command an Army Tier List: Best Units Ranked for Every Role

Command an Army Tier List: Best Units Ranked for Every Role

Every Command an Army unit ranked S to C tier, with Star costs, strengths, evolution paths, and the best army comps to run.

Written by
Larc
Updated
Reading time
6 min
Difficulty
Beginner
Full tier list overview

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Command an Army lives and dies by one mechanic: the Star Limit. Every unit you field costs stars, and your total loadout can't exceed that hard cap. That means picking the wrong units doesn't just waste a slot, it locks out better options entirely. Roblox has no shortage of army-building games, but this one demands you think carefully about every star you spend. This tier list ranks all 25 units from S to C based on raw combat value, Star Limit efficiency, versatility, and staying power in extended fights.

Full tier list overview

Before breaking down each tier, here's every unit at a glance so you can quickly check where your current roster stands.

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
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Command an Army Tier List: Best Units Ranked for Every Role

S tier units

These four units earn their star cost in almost every situation. Build around them whenever your Star Limit allows.

UnitStarsRoleKey Strength
Samurai4FrontlineConsistent sustained damage, counters shield stacking, survives ranged and melee
Lancer4Mounted chargeHighest charge damage in the game, dominates open terrain
Flame Archer3RangedUnique arced shots, damage over time on hit, most flexible ranged unit
Mace3FrontlineExceptional value against shield-heavy comps, well-balanced stats across the board

Samurai is the single most consistent frontline unit in the game. It counters shield stacking, holds up against both ranged and melee pressure, and delivers reliable damage without needing a specific setup around it. No other 4-star unit does its job this cleanly across this many situations.

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

Flame Archer sits at 3 stars and punches well above that cost. The arced shot trajectory opens up positioning options no other ranged unit has, and the damage over time effect on hit means every landed shot keeps working after impact. It's the strongest ranged pick in the roster.

Mace is the quiet overperformer. Three stars for a unit with no obvious stat weakness and genuine value against shield-heavy compositions is a strong deal. Even in matchups where shields aren't the main problem, the balanced stats keep it useful.

A tier units

These six units perform well in their intended roles and are worth building around. None of them quite match S tier ceiling, but each one has a specific job it does very well.

UnitStarsRoleKey Weakness
Spartan4Shield frontlineIncreasingly countered by block damage units in the current meta
Immortal4Flank attackerAlmost no defensive stats, unreliable without coordination
Berserker4Burst damageFragile in sustained fights, positioning-dependent
Imperial Wall3Pure defenseNear-zero offensive output, needs backline dealers to win fights
Cavalryman3MountedMain value is the Lancer evolution path
Spear Vanguard3Formation anchorNot aggressive enough to carry fights solo
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Command an Army Tier List: Best Units Ranked for Every Role

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. Still one of the strongest shields in the roster and worth using, 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 the right team coordination it's devastating. Without it, it's a liability.

Berserker hits harder than almost anything else on a charge and can delete isolated targets instantly. The fragility in sustained fights and the strict positioning requirement keep it out of S tier, but in the right hands it's a fight-ender.

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

B tier units

B tier units are competent in the right position and collapse when placed incorrectly. Each one has a specific job. Put them in that job and they're fine. Ask them to do something else and they'll cost you the fight.

UnitStarsStrengthWeakness
Scout Rider2Fastest unit, best early flankerDestroyed by Hold formations and spear units
Crossbowman3Reliable backline damage over timeCollapses entirely without a frontline
Elite Javelineer3Block damage and range behind a shield lineEasy target once enemies close distance
Imperial Halberdier3High HP, block damage, useful bufferCan't anchor a formation as a primary carry
Sentinel2Solid HP and shield coverageLow offensive output, needs backline support
Knight3Cleanest line-breaker in the rosterLong evolution path, loses relevance against S and A tier late game
Longbowman2Better range and damage than ArcherFragile in melee, outperformed by higher tier ranged units
Squire2Acceptable offense and defenseMain value is the Knight evolution path
Spear Militia2Good defensive coverage against cavalryWeak offensively, not reliable for initiating

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

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 specific 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 sits at the start of the Mercenary to Squire to Knight evolution chain, which is the only reason to hold onto it. Same logic applies to Shieldman heading toward Sentinel and eventually Imperial Wall.

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. Getting a Lancer through evolution rather than relying on banner pulls alone gives you an S tier unit without needing the summon luck.

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 is to 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.

What's the best army composition 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, one role-specific defensive body like Shieldman or Spear Militia, and two cheap C tier starters to fill the remaining slots within your Star budget. As your Star Limit increases, swap the filler units out for stronger alternatives one at a time.

The meta right now slightly punishes pure shield-heavy compositions because of how many block damage units are in active play. Spartan is still strong but pairs better with units that can punish enemies who try to counter the shield stack rather than just stacking more shields.

For more Roblox guides covering tier lists across the platform's biggest games, check out rankings like the Universal Tower Defense tier list for unit comparisons in a different format, or the Anime Crusaders tier list if you want to see how team-building works in a six-unit roster system.

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