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Command An Army Guide

Command An Army Unit Stats - Damage, Health & Cost

How unit stats scale in Command An Army and how to read the numbers before you spend your cash, with community estimates per rarity.

Published August 24, 2026 ยท Last updated September 5, 2026

Quick Answer: What Stats Does Each Unit Have?

Every unit in Command An Army has health, damage, attack speed and range, plus a special behavior in the higher brackets โ€” and all four base stats scale with shop upgrades, stars, evolution, ascension and mastery. The exact numbers below are community estimates gathered from mid-level play, not official data: treat them as honest ballpark figures for comparing units, and expect your own upgraded units to sit well above the base panel. The short version of the whole table: cash buys survivability first, damage second, and the Legendary bracket buys both at once.

Quick Answer: What Stats Does Each Unit Have?
UnitHP (est.)Damage (est.)Attack SpeedRangeSpecial
Swordsman~120~8 per swingFastMeleeCheap body; spammable front line
Archer~70~12 per shotMediumLongSteady single-target damage
Spearman~200~14 per thrustMediumMelee+Slightly longer reach than Swordsman
Rookie Commander~90~6 per swingMediumMelee+10% damage aura to nearby units
Crossbow~80~22 per boltSlowLongHeavy single-target shots
Healer~100Nonen/aMedium~15 HP/s healing to nearest damaged ally
Balloon~60~35 per diveOne-wayAirFlying; skips ground units and walls
Witch~140~30 per castSlowMediumPoison splash on clustered targets
Wizard~160~45 per castSlowLongSplash damage around the impact point
Captain Commander~300~20 per swingMediumMelee+25% damage aura to the line
Noob King~900~60 per swingSlowMeleeHeavy cleave; boss-pressure melee
Golem~2,400~35 per slamSlowMeleeSoak tank; draws wave pressure
Dragon~700~90 per breathMediumAir/LongFlying splash damage over an area
Titan~5,000~80 per slamSlowMeleeHighest HP; slam hits everything near
๐Ÿ’ก The aura percentages and heal rate are the numbers the community is least sure of โ€” the shape (stronger aura, constant healing) is consistent everywhere; the exact values move between updates.

What $1,000 of Cash Buys You

Stat-per-dollar is the real stat panel. At $1,000 you can field twenty fresh Swordsmen, six Archers and change, or bank toward a single Healer โ€” and the answer changes by game stage. Early on, bodies win: twenty Swordsmen out-push almost anything. Once waves carry splash damage, massed cheap units stop scaling and quality takes over: one Healer behind a modest line out-earns the whole horde. Past the Wizard, the curve inverts again โ€” Legendary units return more distance per dollar than anything cheaper, which is why every endgame save converges on the same two purchases.

What $1,000 of Cash Buys You
BudgetBest SpendWhy
First $500Swordsmen + ArchersBodies and damage; the only build that clears opening waves
$500-$2,000Healer + refill ArchersSustain extends pushes longer than extra bodies
$2,500-$8,000Wizard (bank to $5,000)Splash damage multiplies everything already fielded
$15,000-$25,000GolemThe wall ends frontliner churn permanently
$40,000+Dragon, then TitanLegendary stats return the best distance per dollar

Which Stats to Upgrade First

Upgrade damage first while your front line survives waves without help โ€” faster kills mean less time your units spend being hit. Switch to health and tank stats the moment raids start dying mid-push: a surviving formation earns cash, a dead one earns nothing. Support stats (heal rate, aura strength) are the third priority and quietly become the highest-return upgrades once a Golem or Titan exists โ€” multiplying a $50,000 unit is worth more than padding $150 ones. And once the long-term systems open up, star upgrades and mastery follow the same rule: tank first, damage second, support scaling with whatever you actually field.

๐Ÿ’ก One Healer upgrade tier while a Golem fund is growing is the best small purchase in the Shop โ€” community testing consistently shows sustained healing as the top return on any mid-game army.