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Command An Army: Best Troops to Summon (Confirmed Roster Guide)

  • 13:12, 14.09.2026

Command An Army: Best Troops to Summon (Confirmed Roster Guide)

Building a strong army in Command An Army isn’t just about pulling the rarest troop you can get. Your Star Limit controls how many units you can equip at once, and every troop fills a different role. Some are built to tank damage on the frontline, others deal heavy ranged damage, while faster units are better at attacking exposed positions.

That makes your early summons more important than they might seem. A powerful troop that eats up most of your Star Limit can actually make your army weaker overall if it leaves you with too few units. In many cases, several cheaper troops covering different roles will give you a much more flexible setup.

All Confirmed Troops in Command An Army

The currently confirmed troop pool includes:

  • Spartan
  • Immortal
  • Crossbowman
  • Scout Rider
  • Samurai
  • Berserker
  • Mercenary
  • Archer
  • Knight
  • Shieldman
  • Halberder
  • Javelineer
  • Spear Militia
  • Mace

You can check the full available roster directly through the Summon banner. Opening the banner odds shows which troops are currently obtainable and their summon chances. After obtaining a unit, you can also inspect its individual stats and use that information to decide whether it fits your current army setup.

Summon Troops Roster
Summon Troops Roster

Troop Classes Explained: Melee, Ranged, Cavalry, and Special

Army composition matters because every troop has a different job once the fight starts. In Command An Army, units generally fall into four main battlefield roles: Melee, Ranged, Cavalry, and Special. Understanding Command an Army classes makes it much easier to recognize what your current lineup is missing and which troop should fill the next available slot.

Melee troops make up your frontline. Their job is to engage first, soak up pressure, and stop enemy units from reaching your more fragile damage dealers. They are especially useful when defending objectives or fighting in narrow areas where enemies have limited room to maneuver.

Ranged troops deal damage from behind the frontline. Positioning is crucial here. They can apply strong pressure when protected, but their effectiveness drops fast if enemy melee units or cavalry break through and reach them.

Cavalry troops sacrifice some frontline durability for speed and mobility. They are great for flanking, rotating between objectives, and punishing exposed backlines. Open terrain usually gives cavalry more room to move and makes it easier to take advantage of their mobility.

Troop Classes to Choose
Troop Classes to Choose

Special troops cover units that don’t fit neatly into standard melee, ranged, or mounted roles. Their strength depends on the troop’s unique mechanic, so it’s better to judge them by what they add to your army rather than assume they’re stronger just because they’re unusual.

These troop roles are separate from your commander’s combat class. Your character can currently use Assassin, Sword & Shield, or Hammer, which changes how your commander fights but doesn’t determine which troops you can deploy.

A balanced army is usually more effective than simply filling every slot with expensive units. Melee troops keep enemies busy, ranged units deal damage safely from behind, and cavalry gives you the mobility to punish weak or exposed positions.

Fighting with enemies
Fighting with enemies
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How the Star Limit Works in Command An Army

The Star Limit is one of the most important mechanics to understand before spending Gems on summons. Every troop has a star cost, and the total cost of your equipped army can’t exceed your current Star Limit. If adding another troop would push you over the cap, the game simply won’t let you equip it. Your Star Limit increases as you progress.

Understanding the command an army star limit is essential because the system determines your entire composition rather than simply restricting the number of troops. A lower-cost unit can sometimes be more useful than a stronger elite when it allows you to cover another important battlefield role.

For example, a Star Limit of 6 gives you six stars to spend across your entire army. It does not mean you can equip six troops.

That makes high-star units a real trade-off. Troops such as Spartan, Immortal, Samurai, and Berserker cost 4★, while Crossbowman costs 3★ and Scout Rider costs 2★. If you equip a single 4★ troop with a six-star limit, you only have two stars left for the rest of your army.

Choosing Troop Class
Choosing Troop Class

This is why the highest-star troop isn’t always the best pick. One powerful 4★ unit may hit hard, but several cheaper troops can give you a better mix of frontline defense, ranged damage, and mobility.

The Equip Best option can also create awkward setups. It may fit strong units under the Star Limit without giving you the most balanced composition for an actual fight.

Before spending heavily on summons, check your current Star Limit and ask one simple question: Does this troop actually improve the army I can build right now?

Command An Army
Command An Army

Best Troops to Prioritize Early in Command An Army

When you’re starting out, the best troop isn’t always the one with the highest star cost. What matters more is whether that unit fills a role your army actually needs without wrecking your Star Limit. Deciding on the Command an Army best troops therefore depends on both individual strength and how efficiently each troop fits alongside the rest of your lineup.

Spartan is one of the best frontline pulls you can get early. It’s durable, can handle plenty of pressure, and still contributes solid damage. The main downside is its 4★ cost, which makes it harder to build a flexible army around Spartan while your Star Limit is still low.

For ranged damage, Crossbowman is one of the strongest early upgrades over a basic Archer. It gives you better backline pressure, but only if you keep it protected. Letting enemy melee troops reach your Crossbowman defeats the whole point of using a ranged unit. At 3★, it’s also easier to pair with another useful troop than most 4★ elites.

Capturing Base in Command An Army
Capturing Base in Command An Army

Scout Rider is a great early mobility pick. Its 2★ cost makes it easy to squeeze into smaller armies, and its speed is useful for flanking, rotating between objectives, and pressuring exposed positions. Don’t expect it to dominate a head-on melee fight, though—mobility is where Scout Rider earns its value.

Immortal, Samurai, and Berserker are all strong elite troops worth using if they fit your setup. However, each costs 4★, so blindly swapping one into your army can leave you short on ranged support or mobility. Raw combat power is useful, but it doesn’t replace a balanced composition.

Command An Army Gameplay
Command An Army Gameplay

Mercenary and Archer can still be valuable early for exactly the opposite reason: they help fill gaps around expensive troops. A cheap Archer supporting a strong frontline may give you more overall value than another elite unit you can’t properly fit under the Star Limit.

Knight is better suited to aggressive pushes and breaking defended positions. If your army already has enough durability, Knight can help add the pressure needed to crack tougher objectives.

For most new players, the safest priority is simple: frontline durability first, ranged damage second, and cavalry mobility third.

That setup gives you a strong base to work with even as your roster expands, because you’re building around useful battlefield roles instead of just stacking the rarest troops you pull.

Command An Army Match Victory
Command An Army Match Victory

How Follow, Hold, Attack, and Rush Commands Work

Follow, Hold, Attack, and Rush are the four main orders you can give your troops in Command An Army. Every unit in your army follows the same command, so knowing when to switch between them matters just as much as having strong troops.

  • Follow keeps your army moving with you. It’s best for rotating to another objective, regrouping after a fight, or repositioning before the next push. Just don’t leave troops on Follow during a major battle unless you mean to move them—you can easily drag a good defensive setup out of position.
  • Hold orders your troops to stay in one spot and defend it. This is your go-to command after capturing an objective or when you’re expecting an enemy push. It works especially well with durable frontline units and ranged troops already positioned behind them.
Hold Position Command
Hold Position Command
  • Attack sends your army toward a selected target. Use it when you want to break an enemy position, focus an important unit, or start a proper engagement. The downside is that aggressive troops may chase too far and leave the area you originally wanted to protect.
  • Rush is the all-in option. Your troops charge forward aggressively, making it useful for collapsing on a weak enemy, forcing an opening, or finishing an objective push. Used at the wrong time, though, Rush can send your entire army straight into a prepared defense.
Rush Position Command
Rush Position Command

For beginners, the easiest command rotation is Follow while moving, Attack when the fight starts, then Hold after taking the position. Save Rush for moments when you actually need a fast, aggressive push rather than using it at the start of every battle.

Your troop setup also affects which commands work best. Different Command an Army units respond to battlefield situations according to their roles: ranged troops need safe positioning before combat, frontline troops are strongest when they can hold ground, and cavalry gets much more value when it has space to flank instead of charging straight into the main fight.

Trooper
Trooper
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Why We’re Not Ranking Every Troop Yet

A full Command An Army troop tier list would be pretty shaky right now. The game is still new, the roster is evolving, and there isn’t a complete official database covering every troop, star cost, stat, evolution, and summon rate. That makes it easy for incomplete or outdated information to spread.

For now, the confirmed troop pool includes Spartan, Immortal, Crossbowman, Scout Rider, Samurai, Berserker, Mercenary, Archer, and Knight. More units may exist or become available as the game expands, but it’s better not to rank troops that can’t yet be reliably confirmed.

Even with the confirmed roster, a simple S-to-D tier list wouldn’t tell the whole story. Your Star Limit, army composition, and battlefield needs matter just as much as raw troop strength.

A 4★ elite may be stronger on its own, but it can still be a worse pick if it leaves you without ranged damage, mobility, or enough frontline coverage. Two cheaper troops that fill different roles can easily provide more value.

For now, the best approach is to build around army roles instead of chasing a perfect tier list: protect your ranged units, maintain a solid frontline, add mobility when possible, and only commit four stars to an elite troop if the rest of your setup still works.

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