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Command An Army Update 1: Every Shield Breaker Unit and Its Stats

What Mace, Halberder, and Javelineer do to shielded troops, plus the gem code that funds your pulls.

What Mace, Halberder, and Javelineer do to shielded troops, plus the gem code that funds your pulls.

Shield walls were the wall that most attacks in Command An Army ran into. Spartans and other shield bearers could soak a frontal push until the clock ran out, and there was no clean answer for it. Update 1 changed that by adding a set of troops built to chew through blocks instead of health, and three of them show up on the summon banner together.

Quick answer: Redeem SHIELDBREAKER for 700 Gems, then summon on the Update 1 banner for Mace, Halberder, and Javelineer. All three carry a BLOCK DMG stat, and Mace and Javelineer both start at 48 block damage at level 1, which is double their regular hit.


Every unit added in Update 1

Five troops arrived with the update, and each one sits at a different star value. That number matters because your Star Limit caps the combined star total of everything you equip at once, so a three-star pull takes a large bite out of an early loadout.

UnitStarsEvolution
Spear MilitiaSpear Vanguard (★★)
Halberder★★Imperial Halberder (★★★)
Javelineer★★Elite Javelineer (★★★)
Mace★★★
Flaming Archers★★★Evolved from one-star Archers

Flaming Archers are the exception to the banner. They cannot be pulled directly, so no amount of summoning will produce one. You get them by evolving a one-star Archer instead, which means the ranged units you already own are the only route to that troop.


Block damage stats for Mace, Halberder II, and Javelineer

The stat that separates these troops from the rest of the roster is BLOCK DMG, listed separately from normal DMG in the unit card. A shielded enemy absorbs regular damage with its block, and block damage is what breaks that block open. Here is what the three summonable shield breakers look like at level 1.

StatMaceHalberder IIJavelineer
HP230218.9160
DMG2426.324
BLOCK DMG4837.248
SPEED18.416.120
RNG716140
DPS15138
OtherRUSH DMG 13BLOCK 60

Mace is the heaviest of the three on paper, with the most HP and the highest sustained DPS, but it only reaches 7 range. Javelineer trades away health and DPS for 140 range and a shield of its own. Halberder II has the lowest block damage of the set, and its value sits in the RUSH DMG line rather than the block number.

Units menu with Mace selected, showing its HP, damage, and block damage values before equipping
The Units screen with Mace selected, where its base stats are listed before you equip it. Image: Fight, Fight, Fight!

Redeem the SHIELDBREAKER code for 700 Gems

Summoning costs Gems, and the update shipped with a matching code. SHIELDBREAKER pays out 700 Gems, and SORRY pays out 1,000, which together cover a healthy run at the banner before you spend anything you earned in matches.

Open Command An Army and finish the tutorial. The code button does not become usable until the tutorial is done, so a fresh account has to clear it first.
Press the Code button on the right side of the screen to open the redemption box.
Type or paste SHIELDBREAKER exactly as written and hit Claim. Codes are case sensitive, and a stray space at either end will make a live code read as invalid.
Check your Gem counter. A working code credits the reward instantly, so if the number has not moved, the code did not go through.

When a brand new code is rejected, leaving and rejoining usually puts you on a different server running an updated build, and the code then works. If it still fails after a server hop and the spelling is correct, it has expired. New codes are announced through the game’s Discord and the Fight, Fight, Fight! Roblox group, and they tend to arrive alongside major updates.


Ascension and Star Limit before you equip them

Duplicate pulls are not wasted. Two copies of the same troop can be combined in the Ascension menu to raise its ascension level, which is where Halberder II comes from. Since a ten-pull often produces repeats of the same banner unit, ascending is usually the fastest way to make a new troop battle-ready.

Star Limit is the other gate. You can equip up to four units, but their combined star total has to fit under your account’s cap, and that cap only rises as you level. A three-star Mace alongside a three-star Flaming Archers will not fit early on, so expect to pair one new shield breaker with cheaper starter troops until the limit grows.


Using the shield breakers against Spartans and shield walls

These troops earn their keep on attack. Each round assigns your team as ATTACKER or DEFENDER, and the attacking side has to take Capture Point A, then Capture Point B, then reach the Capture Base — which means walking into whatever defensive line the other team has set up.

Role selection screen showing the Attacker and Defender team slots before a match starts
The role-selection screen where you pick Attacker or Defender at the start of a match. Image: Fight, Fight, Fight!

Mace: the shield shredder

Mace is the unit to send at a packed group of shield bearers. With 48 block damage and 230 HP, it can stand in a melee long enough to strip blocks off multiple Spartans, which opens the line for the rest of your army. The 7 range means it has to close the distance, so give it something to walk behind rather than sending it in alone.

The Capture Base objective marker on screen as the player pushes forward with troops
The Capture Base marker during an attacking push, the final objective after both capture points. Image: Fight, Fight, Fight!

Halberder II: rush spam on a short cooldown

Halberder II is a polearm unit, so it keeps the usual anti-cavalry job, but its real quirk is an unusually short Rush cooldown. You can chain the Rush command over and over rather than waiting between charges, which lets a squad of them repeatedly slam into a gate or a formation. Its 37.2 block damage is the lowest of the three, so treat it as a battering ram that also opens blocks rather than a dedicated shield breaker.

Javelineer: block damage from range

Javelineer is the odd one out. It throws from 140 range while carrying a 60-point shield of its own, so it can break enemy blocks from a safe distance and still survive a stray hit. The cost is durability and output, with 160 HP and 8 DPS, so it works best behind a frontline rather than leading the push.

Capture Point A on screen as a mounted player rides toward the objective with allied troops
Capture Point A, the first objective an attacking team has to take. Image: Fight, Fight, Fight!

Note: these are counters, not win buttons. Breaking a shield wall still requires the rest of the basics, including flanking a defended line instead of charging it head-on and keeping your ranged troops protected once the frontline collapses.


The clearest sign the new troops are doing their job is watching enemy block bars drain during a fight instead of health bars barely moving. If a defended point still holds after your Mace or Javelineer squad connects, the problem is usually positioning or Star Limit forcing a thin loadout, not the units themselves.

Capture Base contest in progress while the player fights surrounding enemy troops
A Capture Base contest in progress, with the objective ticking while enemies swarm the area. Image: Fight, Fight, Fight!