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.

All Units (14)
| Unit | Rarity | Role | Cost |
|---|---|---|---|
| Swordsman | Common | Melee | $50 |
| Archer | Common | Ranged | $150 |
| Spearman | Common | Melee | $300 |
| Rookie Commander | Uncommon | Boost | $500 |
| Crossbow | Uncommon | Ranged | $500 |
| Healer | Uncommon | Support | $800 |
| Balloon | Uncommon | Air | $1,200 |
| Witch | Rare | Caster | $2,500 |
| Wizard | Rare | Caster | $5,000 |
| Captain Commander | Rare | Boost | $8,000 |
| Noob King | Epic | Melee | $15,000 |
| Golem | Epic | Tank | $25,000 |
| Dragon | Legendary | Air | $40,000 |
| Titan | Legendary | Tank | $50,000 |
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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.
| Unit | Role | Cost | What It Is For |
|---|---|---|---|
| Swordsman | Melee | $50 | First front line; bodies in the lane while Archers fire |
| Archer | Ranged | $150 | Early damage backbone; best damage-per-cash in the bracket |
| Spearman | Melee | $300 | Tougher melee body once Swordsman lines stop holding |
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.
| Unit | Role | Cost | What It Is For |
|---|---|---|---|
| Rookie Commander | Boost | $500 | First damage aura; buffs nearby units while it survives |
| Crossbow | Ranged | $500 | Harder-hitting single shots than Archer, slower fire |
| Healer | Support | $800 | Constant healing; multiplies every unit around it |
| Balloon | Air | $1,200 | Flying raider that skips ground walls entirely |
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.
| Unit | Role | Cost | What It Is For |
|---|---|---|---|
| Witch | Caster | $2,500 | Budget splash caster; weaker but earlier than Wizard |
| Wizard | Caster | $5,000 | Splash damage engine; core of mid and late armies |
| Captain Commander | Boost | $8,000 | Strong army-wide buff; fits behind the front line |
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.
| Unit | Role | Cost | What It Is For |
|---|---|---|---|
| Noob King | Melee | $15,000 | Epic melee bruiser; heavy hits, heavy HP |
| Golem | Tank | $25,000 | The wall; soaks waves so the backline fires for free |
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.
| Unit | Role | Cost | What It Is For |
|---|---|---|---|
| Dragon | Air | $40,000 | Flying splash damage; best raw damage output in the game |
| Titan | Tank | $50,000 | The raid anchor; highest HP and best distance per raid |
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.
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.