Update 1 for Command An Army drops five troops into the roster, and they all share one job: chewing through shields. Halberder, Javelineer, Spear Militia, Mace, and Flame Archer carry block damage numbers far above their raw attack values, which is the game’s answer to defensive formations built around Spartans and shield walls.
Quick answer: Halberder, Javelineer, Spear Militia, and Mace pull from the Standard Banner for 50 gems per summon or 500 for a ten-pull. Flame Archer is not in the banner at all — you get it by evolving a 1-star Archer up through the 2-star and 3-star tiers.
The five new units in Update 1
The update window opened Saturday, September 12 at 3:00 AM and closes Saturday, September 19 at 4:00 AM. Four of the five troops sit alongside Crossbowman, Berserker, and Immortal on the Standard Banner. The fifth, Flame Archer, is an evolution-only 3-star unit, and the Halberder line stretches from a 2-star base into a 3-star Imperial Halberder.
Each troop fills a distinct slot. Mace is the pure damage option, Halberder trades speed for the highest block damage on the list, Javelineer throws from extreme range, and Spear Militia is a wall that barely hurts anything.
How to summon the new units
| Code | Reward |
|---|---|
| SHIELDBREAKER | 700 Gems |
| SORRY | 1,000 Gems |
| OPTIMIZE | 700 Gems |
| CONQUER | 500 Gems |
| WAR | 500 Gems |
| RELEASE | 500 Gems |


New unit stats
Base numbers for the four summonable troops. Note how block damage runs two to five times higher than normal damage on every one of them except Spear Militia.
| Unit | HP | DMG | Block DMG | DPS |
|---|---|---|---|---|
| Halberder | 199 | 16 | 56.3 | 11.8 |
| Javelineer | 160 | 24 | 48 | 8 |
| Spear Militia | 282 | 10 | 18.4 | 7.4 |
| Mace | 230 | 25 | 50 | 15.7 |
| Unit | Speed | Block | Range |
|---|---|---|---|
| Halberder | 16.1 | 0 | 8 |
| Javelineer | 20 | 66 | 140 |
| Spear Militia | 18.4 | 70 | 8 |
| Mace | 18.4 | 0 | 7 |
Halberder also carries a separate rush damage value of 11.8, which rises to 13.6 once the unit reaches its 3-star tier.
Upgraded tier stats
Star tiers scale everything roughly proportionally, so the role of each troop does not change as it climbs — it just holds the line longer.
| Unit | HP | DMG | Block DMG | Block | DPS |
|---|---|---|---|---|---|
| Halberder III | 228.9 | 18.4 | 59.8 | 0 | 13.6 |
| Javelineer II | 176 | 26.4 | 52.8 | 66 | 8.8 |
| Spear Militia III | 324.3 | 11.5 | 18.4 | 80.5 | 8.5 |
| Mace I | 241.5 | 26.2 | 52.5 | 0 | 15.7 |
Why block damage matters against shield units
Block is a separate defensive value from HP. A troop with a high block stat, like a Spartan or a Shieldman, soaks hits through its shield before its health pool is touched. Block damage is the stat that grinds that shield down, and it is why a Halberder with only 16 attack still tears open a formation that a higher-damage unit bounces off.
That is the trade the new units make. Mace and Halberder both sit at 0 block themselves, so they break lines but cannot absorb a counterattack. Spear Militia inverts it entirely — 18.4 block damage is close to useless on offense, but an 80.5 block rating at 3-star makes it the sturdiest wall of the five.

Evolution requirements and paths
Evolution is gated behind a single hard requirement. A unit must be level 20 before the evolve option unlocks, and the menu tells you exactly that until you hit the threshold. Below level 20 the button stays locked, no matter how many duplicates you have banked.
| Unit | Evolves into |
|---|---|
| Halberder III | Imperial Halberder III |
| Javelineer II | Elite Javelineer II |
| Spear Militia III | Spear Vanguard III |
| Archer III | Longbowman III |
Mace is the exception. It has no evolution path at all, so the version you pull is the version you keep — level it and ascend duplicates, but do not hold gems expecting an upgraded form.
How to get the Flame Archer
Flame Archer never appears on the Standard Banner, so pulling for it is wasted gems. It is a 3-star unit obtained by taking a standard 1-star Archer and evolving it through the 2-star and 3-star tiers. That means you need the Archer at level 20 before each evolution step will unlock.
Note: the Archer line has a second 3-star result in Longbowman III, so read the evolution screen before confirming — the path you pick determines which of the two you end up with.
How each new unit performs in a match
Mace is the most straightforward pick. With 15.7 DPS and 52.5 block damage at tier I, it handles defending formations without much setup, and it is the cleanest option for attackers who just need a point cracked open. The catch is zero block, so anything that survives the charge hits back hard.
Halberder III has the highest block damage in the update at 59.8, but it is also the slowest of the group at 16.1 speed with no block of its own. Enemy cavalry is its hard counter — a charge into a Halberder line that has not been screened will wipe it.
Javelineer is the standout utility pick because of its 140 range. It strips shields from well outside melee reach, which lets you soften a defensive wall before your frontline ever commits. The 176 HP at tier II means it dies fast if anything reaches it, so keep it behind a body.

Spear Militia is a defensive tool and nothing else. At 324.3 HP and 80.5 block, a tier III group forms a genuine shield wall for holding an objective, but its 8.5 DPS means it will not close out a fight on its own. Pair it with something that actually deals damage behind the line, or it just delays a loss rather than preventing one.

The practical takeaway is that none of the five is a standalone upgrade to your loadout. They are counters, tuned to punish the shield-heavy compositions that dominate point defense, and they work best slotted into a squad that already has a frontline and a damage source. If your losses are coming from enemy turtle formations you cannot crack, a Javelineer plus Mace pairing is the fastest fix; if you keep getting pushed off objectives, Spear Militia at 3-star is the one to level first.






