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.
| Unit | HP (est.) | Damage (est.) | Attack Speed | Range | Special |
|---|---|---|---|---|---|
| Swordsman | ~120 | ~8 per swing | Fast | Melee | Cheap body; spammable front line |
| Archer | ~70 | ~12 per shot | Medium | Long | Steady single-target damage |
| Spearman | ~200 | ~14 per thrust | Medium | Melee+ | Slightly longer reach than Swordsman |
| Rookie Commander | ~90 | ~6 per swing | Medium | Melee | +10% damage aura to nearby units |
| Crossbow | ~80 | ~22 per bolt | Slow | Long | Heavy single-target shots |
| Healer | ~100 | None | n/a | Medium | ~15 HP/s healing to nearest damaged ally |
| Balloon | ~60 | ~35 per dive | One-way | Air | Flying; skips ground units and walls |
| Witch | ~140 | ~30 per cast | Slow | Medium | Poison splash on clustered targets |
| Wizard | ~160 | ~45 per cast | Slow | Long | Splash damage around the impact point |
| Captain Commander | ~300 | ~20 per swing | Medium | Melee | +25% damage aura to the line |
| Noob King | ~900 | ~60 per swing | Slow | Melee | Heavy cleave; boss-pressure melee |
| Golem | ~2,400 | ~35 per slam | Slow | Melee | Soak tank; draws wave pressure |
| Dragon | ~700 | ~90 per breath | Medium | Air/Long | Flying splash damage over an area |
| Titan | ~5,000 | ~80 per slam | Slow | Melee | Highest HP; slam hits everything near |
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.
| Budget | Best Spend | Why |
|---|---|---|
| First $500 | Swordsmen + Archers | Bodies and damage; the only build that clears opening waves |
| $500-$2,000 | Healer + refill Archers | Sustain extends pushes longer than extra bodies |
| $2,500-$8,000 | Wizard (bank to $5,000) | Splash damage multiplies everything already fielded |
| $15,000-$25,000 | Golem | The wall ends frontliner churn permanently |
| $40,000+ | Dragon, then Titan | Legendary 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.