Ask five Command An Army players which unit is strongest and you will get five answers. The Roblox siege game hands you a Star Limit instead of a gold total, so every slot you fill is a trade, and a 4★ powerhouse locks out two cheaper bodies that might have held the point better. Head-to-head fights on an open plain cut through a lot of that argument, because they strip away terrain, support fire, and player skill and leave only the unit card.
Quick answer: No unit wins every matchup. Samurai, Immortal, Spartan, Lancer, and Flame Archers sit at the top, but ascension level and formation flip 1v1 results more often than the unit choice does.
1v1 matchup results on the Plains map
Five clean squad-versus-squad fights, all run on flat ground with the Rush command, produced the following outcomes. Survivor counts are the units left standing on the winning side.
| Matchup | Winner | Survivors |
|---|---|---|
| Spear Vanguard III (Lv 19) vs Spartan III | Spear Vanguard III | — |
| Samurai I (Lv 20, 1★ ascension) vs Berserker III (max ascension) | Berserker III | 8 |
| Knight III (Lv 18, 3★ ascension) vs Berserker III | Knight III | 8 |
| Spear Vanguard III circle vs Halberdier | Spear Vanguard III | 17 |
| Immortal (Lv 1) vs Berserker (Lv 1) | Immortal | 9 |
The Spear Vanguard result is the one that should make you rethink your formation. A 3★ spear line charging into Spartans — a 4★ shield unit widely treated as one of the best raw-stat troops in the game — came out ahead. Spears punish a committed charge, and the Spartan’s shield does nothing about a wall of points coming at it head-on.

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Add to Google Preferences →Ascension level changes the result more than the unit does
Two fights against the same opponent make this obvious. A level 20 Samurai I squad with only 1★ ascension was overwhelmed by max-ascension Berserker III troops, which walked away with eight units left. A Knight III squad at level 18 with 3★ ascension then beat the same Berserker III unit, also finishing with eight survivors.

Samurai is not a worse unit than Knight. It is a 4★ summon-banner troop with heavy armor, solid damage output, and enough bulk to sit on the front line against archers and crossbows. It lost because the squad had not been ascended. Before you swap a unit out of your roster, check the star count on its card in the left sidebar — an under-ascended elite loses to a fully ascended mid-tier troop almost every time.

Formation swings fights that the stat card says you should lose
The single most lopsided result in the set came from a Spear Vanguard III squad arranged into a defensive circle with spears pointing outward, receiving a Halberdier charge instead of meeting it. That fight ended with 17 Spear Vanguard units still alive. The same troop type in a standard line has no such buffer.
Immortal shows the mirror image of the problem. At level 1 with a 24-strong squad, it beat an equal-level Berserker unit outright with nine left. But Immortal is fragile when it eats a frontal charge, and its damage is built for flanks and ambushes. Put it at the head of your line and you throw away the thing it is best at.
Rush is not the only option. Holding a formation and letting the enemy commit is what turned the Spear Vanguard matchup from a coin flip into a rout.
Top-tier units, star cost, and how to get them
| Unit | Stars | Source | Role |
|---|---|---|---|
| Samurai | 4★ | Summon banner | Armored frontline |
| Immortal | 4★ | Summon banner | Flank damage |
| Spartan | 4★ | Summon banner | Shielded all-rounder |
| Lancer | 4★ | Evolution | Cavalry charge |
| Flame Archers | 3★ | Evolution | Ranged burn |
| Mace | 3★ | Summon banner | Anti-shield melee |
| Spear Vanguard | 3★ | Evolution | Defensive anchor |
Samurai is the safest elite pick if you only want one. Heavy armor plus strong sustained damage means it survives long engagements and holds a front line where Immortal would melt, and it takes charge damage well when it is positioned properly.
Immortal has the highest offensive output in the roster and tears through unarmored troops, but it has no armor to speak of. It is a flanking and ambush unit that happens to be pulled from the same banner as the tanks.
Spartan is the well-rounded body — a shield that blunts charges and ranged fire, plus serious charge damage of its own. The volume of shield-piercing troops now in the game is the main argument against it, and its BlockDurability was trimmed from 110 to 100 in the most recent balance patch.
Lancer is the strongest mounted unit and deals the highest charge damage of anything on the roster, which is why it dominates open terrain. Corner it and that advantage disappears.
Flame Archers is the best ranged option at only three stars. The burn it applies is damage over time that ignores shields, which makes it the cleanest answer to a turtled shield wall, and it can sit far back on defense and in sieges.
Mace is the value pick. Three stars, no glaring weakness, heavy damage against shields, and as of the most recent patch it also applies knockback.
Why the tier lists disagree on Spartan and Mace
Rankings split on how much weight to give the Star Limit. Judge on raw combat value and Spartan lands at the very top with Samurai and Immortal, because it is the most match-proof body in the game. Judge on cost efficiency and the 3★ units climb, because Mace and Flame Archers deliver most of an elite’s impact for three quarters of the budget, and shield-piercing tools have gotten more common since launch.
Both readings are defensible. Command An Army launched on September 5, 2026, and has been patched weekly since, so any confident “this is the single best unit” claim is a snapshot rather than a settled meta. The units added most recently — Rapier and Rapier Knight — do not have published star ratings or full stat cards yet, so they cannot be ranked against the rest of the roster at all.
Recent balance changes that affect the top units
| Date | Change | Who it hits |
|---|---|---|
| Sept 13 | Range lowered across the Archer line, Flame Archers, Crossbow | All ranged |
| Sept 13 | Spearman/Pikeman speed increased | Spears |
| Sept 13 | Javelineer throws ignore shield damage reduction; burn now hits players | Javelineer, Flame Archers |
| Sept 19 | Rapier and Rapier Knight added with Parry; Spearman/Pikeman squads 24 → 28 | Spears, new units |
| Sept 21 | Rapier pair ATK INT 1.1 → 0.9; Rapier Knight Parry 20% → 30%; Spartan BlockDurability 110 → 100 | Rapiers, Spartan |
| Sept 22 | Knockback added to Mace | Mace |
The September 21 patch also cut knockback for player classes (Sword & Shield to 7, Assassin to 4, Hammer unchanged at 10), pulled ranged units out of AI-driven support troops, and fixed an infinite horse-stun combo. The gem and Mastery XP reductions that shipped with Update 2 were reverted the same day, so upgrade pacing is unchanged.
The shorter ranged band from September 13 means Flame Archers now needs a frontline in front of it more than it did at launch. Parking it alone on a flank gets it charged down.
What to run right now
Build around roles rather than chasing the highest star count. A shield line anchors the composition, ranged units break whatever piles into it, cavalry owns the ground before contact when you are attacking, and spears punish anyone who commits a charge. Fill those four jobs first, then spend whatever Star budget is left on an elite.
- One reliable elite slot: Samurai if you want it to survive, Immortal if you plan to flank.
- Flame Archers for ranged, since burn bypasses shields and it only costs three stars.
- Spear Vanguard as a defensive anchor, held in formation rather than rushed.
- Mace when the enemy leans on shields.
- Ascension stars on every squad you actually field, before adding new ones.
Cheap 1★ and 2★ troops — Spearman, Shieldman, Archer, Mercenary — are still worth keeping. They feed the evolution chains that produce Lancer, Flame Archers, Spear Vanguard, and Knight, which is the cost-effective route to top-tier units without relying on banner pulls.
The short version: of every test above is that the unit card is the smallest variable. Ascension stars, formation, and whether you charge or receive the charge decided all five fights, and any of them can turn a favorable matchup into a loss.








