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Command An Army Guide

How to Evolve Units in Command An Army (2026) — Evolution Guide

How evolution works in Command An Army: which units evolve, what it costs, evolution paths for all 14 units, and the priority order that returns the most power per gem spent.

Published August 26, 2026 · Last updated September 17, 2026

Quick Answer: What Does Evolution Do?

Evolution is the one-time power jump that lets a unit break past its base stat band — community testing puts the first evolution at roughly +30-50% to core stats, with the exact number varying by unit and moving between updates. An evolved unit also carries a visual upgrade so the jump is visible in your formation. Evolve your damage engine or your wall first: a Wizard or Titan evolution changes raid outcomes; evolving a filler unit changes nothing. The safe rule is that evolution investment should always follow your tier list order, not your affection for a unit.

Quick Answer: What Does Evolution Do?
UnitEvolve PriorityWhy
TitanFirstHighest base stats in the game; every multiplier compounds hardest here
WizardFirst (pre-Legendary)Splash scaling turns a good caster into the raid carry
HealerSecondHeal rate is a survivability multiplier for the whole formation
GolemSecondHP evolution extends the wall through late-game wave damage
DragonWith spare resourcesStrong, but usually acquired after evolution resources exist
Everything elseLastFiller units do not return the cost; buy better units instead

How Evolution Works

A unit becomes evolvable once its existing progression — shop upgrades and stars — is pushed far enough, and the evolution itself costs a mix of raid cash and gems that scales with the unit's rarity (Legendary evolutions are dramatically pricier than Rare ones; community estimates put the Titan's first evolution in the tens of thousands of cash plus a meaningful gem payment). The result is permanent: an evolved unit keeps its new band through every later system, which is exactly why evolution multiplies with stars, ascension and mastery instead of competing with them. Practical sequencing matters — max a unit's cheap upgrades before evolving it, since evolution cost does not refund anything you skipped.

💡 Gems from codes and quests can cover a real share of early evolution costs — redeem the active codes before planning any evolution save.

Evolution Order: The Honest Version

The community-converged order for a normal progression file: Wizard first (it is your damage from $5,000 until Legendary cash and every percent of splash matters in every raid), Titan second or first if it is already owned (the wall that decides whether pushes finish), Healer third (multiplies both of the above), Golem fourth, Dragon when resources are comfortable. If your file diverges from the standard path — a Noob King early, a Balloon strategy you genuinely run — evolve what you actually field. Evolution invested in a unit that sits in your barracks is the most expensive mistake in the system.

Evolution Paths for All 14 Units

Every unit in Command An Army can be evolved once its shop upgrades and stars are pushed far enough. The table below maps every unit to its evolution path — what changes, how much stronger it gets, and whether the investment is worth it at each rarity tier.

Evolution Paths for All 14 Units
UnitRarityEvolution Boost (Est.)What ChangesWorth It?
WizardRare+30-50% splash damageCast damage and splash radius scale upYes — #1 priority for any army
TitanLegendary+30-50% HP + slamHealth pool and slam damage increaseYes — biggest absolute gain in the game
HealerUncommon+30-50% heal rateHeal-per-second rises, sustain multiplier growsYes — keeps walls alive through late waves
GolemEpic+30-50% HPHealth pool extends the wall furtherYes — second tank after Wizard is evolved
DragonLegendary+30-50% air splashFlying splash damage increasesSituational — strong if already owned
Captain CommanderRare+30-50% aura strengthArmy-wide buff radius and power growSituational — only if you run it every raid
WitchRare+30-50% splash damageBudget caster gets a real damage bumpLow — save for Wizard instead
Noob KingEpic+30-50% melee statsHP and damage scale upLow — Golem is a better tank investment
CrossbowUncommon+30-50% shot damageSingle-target damage increasesLow — replaced by Wizard at $5,000
ArcherCommon+30-50% shot damageDamage scales but HP stays thinNo — filler unit, invest in Wizard first
SpearmanCommon+30-50% melee statsTougher front-linerNo — outclassed by Golem/Titan walls
SwordsmanCommon+30-50% melee statsCheapest blocker gets strongerNo — only as offline filler
BalloonUncommon+30-50% air damageFlying raider hits harderNo — niche role, limited field time
Rookie CommanderUncommon+30-50% auraNearby buff growsNo — Captain Commander replaces it
💡 The "+30-50%" range is a community estimate — exact numbers vary by unit and update. The priority order matters more than the exact percentage: Wizard and Titan first, everything else later.

Evolution Cost by Rarity (Community Estimates)

Evolution cost scales with rarity — Legendary units cost dramatically more than Rare or Common ones. Plan your gem and cash reserves accordingly. The table below shows the estimated cost bracket for each rarity tier:

Evolution Cost by Rarity (Community Estimates)
RarityCash Cost (Est.)Gem Cost (Est.)Recommended Units to Evolve
CommonLow (a few thousand)SmallSkip — invest in better units instead
UncommonMediumModerateHealer only (if at all)
RareHighMeaningfulWizard first, Witch only as filler
EpicVery HighSignificantGolem — the wall that decides raid outcomes
LegendaryExtremely HighMajor gem investmentTitan first, Dragon second
💡 Redeem all working codes before planning any evolution save — the 2,500 free gems from active codes can cover a meaningful share of early evolution costs.

How to Prepare for Evolution: Step-by-Step

Evolution is gated by your unit's existing progression. Follow this order to reach evolution readiness as efficiently as possible:

  • Max out shop upgrades first — these are the cheapest stat gains and a prerequisite for evolution.
  • Push stars to a comfortable level — community consensus is that you do not need the absolute star cap, but 3-4 stars is the typical threshold before evolution unlocks.
  • Accumulate raid cash — evolution costs cash on top of gems, and the cash cost scales with rarity.
  • Save gems from quests, playtime rewards and codes — do not spend gems on summons while saving for evolution.
  • Evolve the right unit first — follow the priority order (Wizard → Titan → Healer → Golem), not your personal favorite.
  • After evolution, continue with ascension — evolution is the big one-time jump, ascension is the long tail of smaller gains.

Evolution vs Ascension vs Stars: Which First?

The three progression systems interact but have a clear priority order. Getting the sequence right avoids wasting resources on units you will replace:

Evolution vs Ascension vs Stars: Which First?
SystemSize of JumpWhen to InvestPriority
Shop upgradesSmall per tier, cheapestAlways first#1 — do these before anything
StarsMedium per starAfter shop upgrades#2 — push to 3-4 stars before evolving
EvolutionLarge (+30-50%, one-time)After stars are comfortable#3 — the biggest single power jump
AscensionSmall (+5-10% per level)After evolution#4 — the long tail, only on permanent units
MasterySmall, passive, permanentAccrues automatically from fielding#5 — happens while you play normally
💡 Never evolve a unit you plan to replace within a week. Evolution cost does not transfer — a Witch you evolved two weeks before the Wizard fund completes is the most expensive regret in the system.

Related Guides

Evolution is one piece of the progression puzzle. These guides cover the systems that stack with it:

  • Tier List — which units deserve your evolution investment at each price bracket.
  • Ascension — the post-evolution track of smaller, repeatable power steps.
  • Stars — the stepwise upgrade track that gates evolution.
  • Mastery — passive bonuses that accrue while you field units.
  • Gems — where to find the gems that fund your evolution costs.