Command An Army Tier List - Best Units Ranked
All 14 units ranked for pushing waves, farming distance and climbing the Command An Army leaderboard.
Published August 24, 2026 ยท Last updated September 6, 2026
Quick Answer: What Are the Best Units?
S Tier: Titan, Dragon, Wizard and Healer โ the endgame core every serious army fields. A Tier: Golem, Captain Commander, Noob King and Witch, the strong mid-game picks. B Tier: Crossbow, Balloon and Archer, solid situational units. C Tier: Spearman, Swordsman and Rookie Commander, early-game units that get outclassed. The single best purchase at any moment is the most expensive unit you can almost afford โ shop power in Command An Army scales faster than price.
| Unit | Tier | Rarity | Role | Cost | Verdict |
|---|---|---|---|---|---|
| Titan | S | Legendary | Tank | $50,000 | Best distance per raid in the game; the formation anchor |
| Dragon | S | Legendary | Air | $40,000 | Highest damage output; flying splash that ignores walls |
| Wizard | S | Rare | Caster | $5,000 | Splash engine at a mid-game price; best value per dollar |
| Healer | S | Uncommon | Support | $800 | The only unit that multiplies every other unit |
| Golem | A | Epic | Tank | $25,000 | The wall; doubles any backline it protects |
| Captain Commander | A | Rare | Boost | $8,000 | Army-wide buff; fits every formation |
| Noob King | A | Epic | Melee | $15,000 | Epic bruiser; holds the front before Golem cash |
| Witch | A | Rare | Caster | $2,500 | Budget splash; the Wizard with an earlier price tag |
| Crossbow | B | Uncommon | Ranged | $500 | Hard single hits; slow fire caps its ceiling |
| Balloon | B | Uncommon | Air | $1,200 | Base-rusher; shines against unguarded lanes |
| Archer | B | Common | Ranged | $150 | Early backbone and permanent cheap filler |
| Spearman | C | Common | Melee | $300 | Outclassed by Archer-backed Swordsman lines |
| Swordsman | C | Common | Melee | $50 | Mandatory first buy, irrelevant after mid-game |
| Rookie Commander | C | Uncommon | Boost | $500 | Aura works, but Captain Commander ends the comparison |
S Tier: The Core Four
These four units are S Tier because endgame armies converge on all of them, not just one. The Titan anchors, the Dragon kills, the Wizard splashes and the Healer keeps the other three alive. What makes the list interesting is that two of the four cost less than a single Golem: power in Command An Army is decided by composition and upgrades as much as by price.
- Titan ($50,000) โ highest HP in the game and a slam that punishes packed waves; converts cash to distance better than anything else once fielded.
- Dragon ($40,000) โ flying splash damage that skips ground defenses entirely; the damage ceiling of any army it joins.
- Wizard ($5,000) โ slow, long-range splash casts; out-damages rows of Archers against every dense wave. The best value purchase in the game.
- Healer ($800) โ roughly 15 HP/s of sustained healing (community estimate) pointed at whatever is dying; a force multiplier that never stops being relevant.
A Tier: The Mid-Game Carries
A Tier units are the working core of the middle third of the game, and two of them keep slots in endgame armies. The Golem is the honest star: before Legendary cash exists, the Golem is what makes pushes survive, and it stays useful as a second wall next to a Titan. Noob King hits like an Epic and holds lanes well but overlaps with cheaper melee plus a Golem. Witch is the Wizard five sessions early โ take it only if the $2,500 is otherwise sitting idle. Captain Commander earns its slot in every serious formation from $8,000 onward.
- Golem ($25,000) โ the first unit that ends frontliner churn; everything your backline does gets better behind it.
- Captain Commander ($8,000) โ the best boost unit in the game; its buff applies to the units that matter and stacks with everything.
- Noob King ($15,000) โ strong Epic melee; pick it when raids die to melee-range pressure before the Golem fund is close.
- Witch ($2,500) โ real splash at a mid-game price; skip it the moment a Wizard save is realistic within a session or two.
B and C Tier: Situational and Early
B Tier units do specific jobs acceptably. The Archer deserves its B despite being Common: nothing else turns spare cash into distance that efficiently, and it fields from minute five to hour fifty. Crossbow is the Archer with half the fire rate and double the punch โ fine, never exciting. Balloon is the most situational unit in the game: flying raiders that skip walls win specific lanes outright and do nothing in others. C Tier is not "bad", it is "finished": Swordsmen and Spearmen are the first hour of every save file, and the Rookie Commander's aura is real until the Captain Commander makes the comparison pointless at $8,000.
- Archer ($150) โ permanent filler; the answer to "what do I do with $450 of spare cash" for the entire game.
- Crossbow ($500) โ single-target punch; useful against tanky single targets, mediocre against waves.
- Balloon ($1,200) โ air raider; field it against lanes that lean on ground walls, bench it otherwise.
- Swordsman ($50) / Spearman ($300) โ the opening build; both stop mattering once Golem money exists.
- Rookie Commander ($500) โ a working aura at a fair early price; retired the day the Captain Commander is affordable.
How We Rank Units
We rank on four questions. Distance per raid: how far the unit pushes the wave counter on its own. Survivability: how long it keeps the rest of the formation firing. Synergy: how many other units get better when it is fielded. Cost curve: how the unit performs at its own price point, which is why the Wizard outranks units that cost five times more. Community-observed numbers carry the estimates; the ordering itself is our judgment from fielding every unit at matched investment, and we re-rank whenever a game update moves the needle.