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Command An Army Guide

Command An Army Units - All 14 Units

Every unit in Command An Army in one table: rarity, role and shop cost, with filters and a detail page for each unit that has one.

Command An Army - All Units by Rarity and Role Guide

All Units (14)

All Units (14)
UnitRarityRoleCost
SwordsmanCommonMelee$50
ArcherCommonRanged$150
SpearmanCommonMelee$300
Rookie CommanderUncommonBoost$500
CrossbowUncommonRanged$500
HealerUncommonSupport$800
BalloonUncommonAir$1,200
WitchRareCaster$2,500
WizardRareCaster$5,000
Captain CommanderRareBoost$8,000
Noob KingEpicMelee$15,000
GolemEpicTank$25,000
DragonLegendaryAir$40,000
TitanLegendaryTank$50,000

14 / 14

Common Units ($50-$300)

Common units are the first hour of Command An Army: cheap bodies that clear the opening waves and fund everything after. Every player buys these before anything else, and Archers stay useful as filler deep into the game.

Common Units ($50-$300)
UnitRoleCostWhat It Is For
SwordsmanMelee$50First front line; bodies in the lane while Archers fire
ArcherRanged$150Early damage backbone; best damage-per-cash in the bracket
SpearmanMelee$300Tougher melee body once Swordsman lines stop holding
💡 A Swordsman wall plus an Archer row is the correct opening build — one tanky purchase alone pushes far less than the pair.

Uncommon Units ($500-$1,200)

Uncommon units introduce the support and utility roles: healing, damage auras and air. The Healer is the standout — the only Uncommon unit that stays in endgame armies.

Uncommon Units ($500-$1,200)
UnitRoleCostWhat It Is For
Rookie CommanderBoost$500First damage aura; buffs nearby units while it survives
CrossbowRanged$500Harder-hitting single shots than Archer, slower fire
HealerSupport$800Constant healing; multiplies every unit around it
BalloonAir$1,200Flying raider that skips ground walls entirely
💡 If $500 burns a hole in your pocket, the Healer fund starts there — $800 is two raids away and changes every fight after it.

Rare Units ($2,500-$8,000)

Rare units are where splash damage and real auras enter. The Wizard is the best value in the game per dollar spent; the Captain Commander turns a line of units into a buffed line.

Rare Units ($2,500-$8,000)
UnitRoleCostWhat It Is For
WitchCaster$2,500Budget splash caster; weaker but earlier than Wizard
WizardCaster$5,000Splash damage engine; core of mid and late armies
Captain CommanderBoost$8,000Strong army-wide buff; fits behind the front line
💡 Witch first or Wizard first? Skip the Witch if you can reach $5,000 within a session or two — the Wizard outclasses it at every stage past the purchase.

Epic Units ($15,000-$25,000)

Epic units bring stats that Common and Uncommon units never reach. The Golem is the first real tank in the game and the unit your formation starts organizing around.

Epic Units ($15,000-$25,000)
UnitRoleCostWhat It Is For
Noob KingMelee$15,000Epic melee bruiser; heavy hits, heavy HP
GolemTank$25,000The wall; soaks waves so the backline fires for free
💡 Noob King is fun, Golem is strategy. If raids keep stalling because the front line dies, the $25,000 Golem is the fix, not more damage.

Legendary Units ($40,000-$50,000)

The two Legendary units are the endgame of Command An Army shop progression. One is the best damage unit in the game, the other the best tank — most endgame armies field both.

Legendary Units ($40,000-$50,000)
UnitRoleCostWhat It Is For
DragonAir$40,000Flying splash damage; best raw damage output in the game
TitanTank$50,000The raid anchor; highest HP and best distance per raid
💡 Dragon first if your army already survives (more damage, faster raids); Titan first if pushes keep dying mid-wave. Both is the real answer.

How Recruiting Works

Every unit in Command An Army is recruited from the in-game Shop — the Shop button in the top-left of the screen — and paid for with raid cash, the $ prices listed in the table above. Cash comes from raids: your army pushes a lane, the distance and kills convert to cash, and that cash funds the next unit or the next upgrade. The loop is deliberately simple: recruit, place, attack, upgrade, repeat with bigger numbers. Joining the official moonshot infinite Roblox group also unlocks Auto Attack, which removes the manual attack-clicking from that loop entirely.

💡 Your army attacks offline too — cheap filler units keep earning raid cash while you are away, so end every session with a full formation rather than a half-spent one.

What Rarity Actually Means

Rarity in Command An Army is a stat band, not cosmetics. Each step from Common to Legendary raises the base health and damage a unit family can reach, and the Epic and Legendary brackets add the abilities that define endgame armies — the Golem's soak, the Dragon's splash, the Titan's slam. A fully upgraded lower-rarity unit can still beat a fresh higher-rarity one on stats, but at equal investment the higher rarity always pulls ahead. The rarity page breaks down exactly what each band changes.

Placement Is Half the Unit

A unit's effectiveness depends heavily on where it stands: melee in the lane, ranged behind, healers and boost units in the middle of the formation so their effects reach the units that matter. Two identical armies at identical budgets can push very different distances purely from formation. We cover layouts in depth in the formations guide, but the one-line version is: tanks front, support middle, damage behind — and never let the Healer stand in front of anything.