Every army in Command an Army starts the same way, with a handful of cheap 1-star troops and a summon screen that rarely gives you what you want. The ten units currently in the roster are not equal, though, and the gap between the common frontline bodies and the rarest melee specialists is wide enough that it changes how you spend your summons and your placement budget.
Quick answer: Build around the four 4-star units — Immortal, Spartan, Samurai, and Berserker. If you have not pulled one, run Scout Rider and Crossbowman as your core and fill the rest of the line with 1-star troops.
Command an Army tier list: All units ranked
The full roster, sorted from best to worst, with the star rating and summon rate attached to each troop. This reflects the roster as of September 2026.
| Tier | Unit | Rarity | Pull chance |
|---|---|---|---|
| S | Immortal | 4-star | 0.19% |
| S | Spartan | 4-star | 0.19% |
| S | Samurai | 4-star | 0.06% |
| S | Berserker | 4-star | 0.06% |
| A | Crossbowman | 3-star | 4% |
| A | Scout Rider | 2-star | 20% |
| B | Mercenary | 1-star | 18.88% |
| B | Spearman | 1-star | 18.88% |
| B | Shieldman | 1-star | 18.88% |
| C | Archer | 1-star | 18.88% |
There is no D tier here, and that is deliberate. Nothing in the current lineup is dead weight — even the bottom-ranked troop does a job in your first few battles. C tier means “replace this as soon as you can,” not “never place it.”
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Three things decide a placement. Rarity and summon rate come first, because a 0.06% unit is built to outclass a troop you can pull four times an hour. Then comes combat value in an actual engagement — does the unit hold a line, break one, or shoot over it. Last is how long the unit stays relevant, since anything you will bench by mid-game is not worth pouring resources into.
Note: tiers describe upgrade priority, not a guarantee. A well-placed B tier troop holding a capture point still wins the fight if the S tier unit is standing somewhere useless.
S tier: The 4-star units worth every resource
All four S tier troops are 4-star pulls, and the odds tell you most of what you need to know. Samurai and Berserker sit at 0.06%, the two rarest summons in the game. Spartan and Immortal are marginally more attainable at 0.19%, which is still roughly one pull in five hundred.
Immortal is the strongest long-term investment of the four. It holds up across attacking and defending, so upgrade resources spent on it keep paying out no matter which objective the match hands you. Spartan is the other pillar — rare, durable, and reliable in a straight frontline fight.
Samurai and Berserker are the melee specialists. Samurai is the pick if your army is built around close-quarters pressure, and Berserker is the most aggressive unit in the roster, designed to break a defended position rather than sit on one. Both are fragile propositions if you shove them forward alone, so pair them with something that can absorb the return hit.
A tier: Scout Rider and Crossbowman carry the mid-game
Scout Rider is the most useful unit relative to how easy it is to get. It is only a 2-star troop, but it has the highest summon rate in the game at 20%, and mounted speed changes what you can do on a map. You can reach a contested point before the enemy commits, reinforce a collapsing flank, or reposition after a push instead of walking your army back across the field.
Crossbowman is the ranged answer at 3-star rarity and a 4% pull rate. Its job is to sit behind your line and thin out whatever is walking into it. On its own it folds, but layered behind Shieldmen or a Spartan it turns a defended point into an expensive target. If you have no 4-star unit yet, a Scout Rider and Crossbowman core is the strongest army most players can realistically field.
B and C tier: The 1-star troops that fill your line
Shieldman, Spearman, Mercenary, and Archer all share the same 18.88% pull chance, so you will end up with piles of them whether you want them or not. Three of them land in B tier because they do a genuine job in an early lineup. Shieldman provides the only real defensive body you have access to at the start, Spearman is a serviceable frontline troop, and Mercenary is common enough that it exists purely to fill out numbers when your army is thin.
Archer drops to C tier despite identical odds. Its ranged attack genuinely helps in your first battles, and at a placement cost of 20 it is cheap to spam. The problem is that Crossbowman does the same job better, and once you pull one there is no reason to keep an Archer in your ranged slot. Use it, then drop it.
Where to spend your summons and upgrades
The summon rates make the strategy fairly blunt. Roughly 95% of your pulls will be 1-star or 2-star troops, so treat those as free army filler and never invest upgrade resources into them. Save everything for a 4-star unit, or for a Crossbowman if a 4-star is not coming.
You will know the investment landed when the same lineup starts holding a capture point through a second enemy push instead of collapsing on the first. That is the practical test, and it matters more than any placement on a chart. If your S tier unit keeps dying alone in the middle of the map, the problem is positioning, not the ranking.






