Command An Army Rarity System - Common to Legendary
What changes as rarity goes from Common to Legendary in Command An Army, and which rarities deserve your early cash.
Published August 25, 2026 ยท Last updated September 5, 2026
Quick Answer: What Does Rarity Do?
Rarity is the stat band a unit belongs to: Common, Uncommon, Rare, Epic or Legendary. Each step up raises the base health and damage a unit family reaches and, from Epic onward, adds the special behaviors that define endgame armies โ the Golem's soak, the Dragon's flying splash, the Titan's slam. A heavily upgraded Uncommon unit can beat a fresh Rare one on raw stats, but at equal investment the higher rarity always wins, and the gap widens as upgrade systems (stars, evolution, ascension) multiply base stats. Shop prices follow the bands: Commons cost $50-$300, the Legendary pair $40,000-$50,000.
| Rarity | Units | Cost Band | What the Band Buys |
|---|---|---|---|
| Common | 3 | $50-$300 | Cheap bodies and early damage; the opening build |
| Uncommon | 4 | $500-$1,200 | Support and air roles arrive; the Healer lives here |
| Rare | 3 | $2,500-$8,000 | Splash casters and real auras; the mid-game core |
| Epic | 2 | $15,000-$25,000 | Stats Commons never reach; the first true tank |
| Legendary | 2 | $40,000-$50,000 | Best-in-class stats plus defining abilities |
Does Rarity Decide Fights?
Below Epic, no โ composition and upgrades decide more than the color of the icon. A Healer ($800, Uncommon) behind a maxed Archer line beats a fresh Witch ($2,500, Rare) in most real raids, because sustain and investment outweigh one rarity step of base stats. Above Epic, yes: the Legendary abilities are genuine breakpoints, not stat padding. A Titan does not just have more HP than a Golem โ the slam changes how whole waves die, and the Dragon flying over ground walls invalidates formations that ground-only armies can answer. Community consensus is blunt about it: the game starts at Epic and is decided at Legendary.
Best First Purchase in Each Rarity
Each band has one unit we would buy first with a fresh wallet, and the order is rarely the flashiest option. The pattern: buy the unit that makes your existing army survive longer or kill faster, not the one with the biggest standalone stat line. The full unit table on the units hub lists all fourteen; these are the picks that return their cost fastest.
- Common: Archer ($150) โ damage per cash nothing else in the bracket approaches, and it stays useful forever.
- Uncommon: Healer ($800) โ the only Uncommon in endgame armies; multiplies everything you already field.
- Rare: Wizard ($5,000) โ splash damage that carries raids from the mid-game until you own both Legendaries.
- Epic: Golem ($25,000) โ Noob King hits harder, but the Golem is what lets the rest of the army do its job.
- Legendary: Titan ($50,000) if pushes die, Dragon ($40,000) if pushes are merely slow โ damage or survivability, whichever is actually failing.