Command An Army Evolution Paths: All 8 Paths & Level 20 Unlocks (2026)
Published September 19, 2026 · Last updated September 19, 2026
Every evolution path in Command An Army explained: the 8 paths from Update 1, what level 20 unlocks on each, how Mastery leveling works and which path to grind first.
Quick Answer: All 8 Evolution Paths
Eight evolution paths exist in Command An Army as of Update 1 (September 12, 2026). Each base unit evolves at level 20 (Mastery level 20); some have a second stage to a 3-star final form. The 4-star banner units (Spartan, Immortal, Berserker, Samurai) and Crossbowman do not evolve.
| Path | Base | Lv 20 Evolution | Final Form (Lv 20 again) |
|---|---|---|---|
| 1 | Mercenary (1★) | Squire (2★) | Knight (3★) |
| 2 | Shieldman (1★) | Sentinel (2★) | Imperial Wall (3★) |
| 3 | Spearman (1★) | Pikeman (2★) | — |
| 4 | Archer (1★) | Longbowman (2★) | — |
| 5 | Scout Rider (2★) | Cavalryman (2★) | Lancer (3★) |
| 6 | Spear Militia (2★) | Spear Vanguard (3★) | — |
| 7 | Halberder (2★) | Imperial Halberder (3★) | — |
| 8 | Javelineer (2★) | Elite Javelineer (3★) | — |
How Leveling to 20 Works
Units gain Mastery experience from fielding in battles — deploy the unit, win or lose, and it earns XP. Community estimates put the grind to level 20 at roughly 20 hours of play for a regularly-fielded unit. Because Mastery accrues from battles, the units you field every match evolve first: there is no way to buy levels.
- Field the unit in every match — Mastery XP comes only from battles.
- Duplicates are not needed for evolution — Ascension (stat boosts) handles duplicates automatically.
- Evolution is free at level 20 — no gem or cash cost beyond the leveling itself.
Path 1: Mercenary → Squire → Knight
The tutorial path. Mercenary is the most common banner pull (18.88%) and evolves at 20 into Squire, then again into Knight — the gate-breaking unit the tutorial lends you. Knight is a confirmed 3-star. Both Squire and Sentinel were also purchasable in the lobby store when AccelToWin toured it on September 9 — the only confirmed unit purchases outside the banner.
Path 2: Shieldman → Sentinel → Imperial Wall
The defensive line path. Sentinel at level 13 shows 333 HP and 17.4 damage on its stat card (MimoBlox, Sep 8) — already a meaningful wall. Imperial Wall is the 3-star final form. Pair this path with block-damage counters in mind: Update 1 units exist to break it.
Path 4: Archer → Longbowman (and the Flaming Archer Question)
Archer evolves into Longbowman at level 20, which out-ranges Crossbowman (~17.3 damage at low level, longer range — AccelToWin, Sep 9). Community guides describe a further step to Flaming Archers, the first unit with burn damage-over-time. Flaming Archers also shipped directly as a new 3-star unit in Update 1 — whether the evolution path from Longbowman reaches it, or it is banner/event-only, is still being verified. We will update this page when the path is confirmed in game.
Path 5: Scout Rider → Cavalryman → Lancer
The cavalry path — the only 2-star base with a full three-stage line. Scout Rider is the most common pull on the banner (20%) and the most-recommended early investment precisely because its ceiling is a 3-star Lancer. Fast flanker at every stage.
Paths 6-8: The Update 1 Evolution Units
Spear Militia, Halberder and Javelineer each evolve once into a 3-star form (Spear Vanguard, Imperial Halberder, Elite Javelineer). All three base units deal block damage — the counter to Spartan-and-Shieldman walls that ruled launch week. Their evolved forms push the same specialty further.
Which Path to Level First
Level what you field. The general community priority: Scout Rider path first (best unit-to-grind ratio — 20% odds and a 3-star ceiling), Archer path second (cheap Longbowman line for ranged sustain), Mercenary path third (Knight is strong but slower to reach). The Update 1 paths are still being evaluated — level them if block damage is what your matches need.