Swordsman - Stats, Cost & How to Unlock
How to Unlock the Swordsman
The Swordsman is the first unit the Shop sells you in Command An Army — $50 of raid cash, no progression gate, no quest. The tutorial practically walks you to the purchase. If you are reading this before your first raid, buy three or four of these before anything else: a lone Swordsman pushes nothing, but a small line of them clears the opening waves that fund everything after.
Combat Performance
For $50 the Swordsman is pure value in the early game: fast swings, decent health for the price, and a body that stands in the lane so your ranged units do not have to. Community estimates put a fresh Swordsman at roughly 120 HP with about 8 damage per swing — numbers that comfortably beat the first few waves. The catch is splash damage: packed Swordsman lines melt to anything with area damage, and by the time Epic units appear their stats stop mattering entirely.
Stats and Upgrades (Community Estimates)
Shop upgrades scale the Swordsman modestly — players report each upgrade tier adding roughly 15-20% to health and damage, which keeps it fieldable through the first third of a server's progression. We recommend upgrading Archers before Swordsmen once both are unlocked: the Swordsman is a body first and a damage source second, and its job survives low investment.
Where It Fits in Your Army
The Swordsman is your first ten minutes. It fronts for Archers, eats chip damage, and stays cheap enough to spam while you save toward the Healer at $800. After that it becomes offline-attack filler — cheap bodies still push distance while you are away, which is free cash. Do not build a late-game plan around it; Crossbow and Witch cover the same lane better once you can afford them.
Last updated: September 4, 2026