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.
| Unit | Evolve Priority | Why |
|---|---|---|
| Titan | First | Highest base stats in the game; every multiplier compounds hardest here |
| Wizard | First (pre-Legendary) | Splash scaling turns a good caster into the raid carry |
| Healer | Second | Heal rate is a survivability multiplier for the whole formation |
| Golem | Second | HP evolution extends the wall through late-game wave damage |
| Dragon | With spare resources | Strong, but usually acquired after evolution resources exist |
| Everything else | Last | Filler 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.
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.
| Unit | Rarity | Evolution Boost (Est.) | What Changes | Worth It? |
|---|---|---|---|---|
| Wizard | Rare | +30-50% splash damage | Cast damage and splash radius scale up | Yes — #1 priority for any army |
| Titan | Legendary | +30-50% HP + slam | Health pool and slam damage increase | Yes — biggest absolute gain in the game |
| Healer | Uncommon | +30-50% heal rate | Heal-per-second rises, sustain multiplier grows | Yes — keeps walls alive through late waves |
| Golem | Epic | +30-50% HP | Health pool extends the wall further | Yes — second tank after Wizard is evolved |
| Dragon | Legendary | +30-50% air splash | Flying splash damage increases | Situational — strong if already owned |
| Captain Commander | Rare | +30-50% aura strength | Army-wide buff radius and power grow | Situational — only if you run it every raid |
| Witch | Rare | +30-50% splash damage | Budget caster gets a real damage bump | Low — save for Wizard instead |
| Noob King | Epic | +30-50% melee stats | HP and damage scale up | Low — Golem is a better tank investment |
| Crossbow | Uncommon | +30-50% shot damage | Single-target damage increases | Low — replaced by Wizard at $5,000 |
| Archer | Common | +30-50% shot damage | Damage scales but HP stays thin | No — filler unit, invest in Wizard first |
| Spearman | Common | +30-50% melee stats | Tougher front-liner | No — outclassed by Golem/Titan walls |
| Swordsman | Common | +30-50% melee stats | Cheapest blocker gets stronger | No — only as offline filler |
| Balloon | Uncommon | +30-50% air damage | Flying raider hits harder | No — niche role, limited field time |
| Rookie Commander | Uncommon | +30-50% aura | Nearby buff grows | No — Captain Commander replaces it |
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:
| Rarity | Cash Cost (Est.) | Gem Cost (Est.) | Recommended Units to Evolve |
|---|---|---|---|
| Common | Low (a few thousand) | Small | Skip — invest in better units instead |
| Uncommon | Medium | Moderate | Healer only (if at all) |
| Rare | High | Meaningful | Wizard first, Witch only as filler |
| Epic | Very High | Significant | Golem — the wall that decides raid outcomes |
| Legendary | Extremely High | Major gem investment | Titan first, Dragon second |
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:
| System | Size of Jump | When to Invest | Priority |
|---|---|---|---|
| Shop upgrades | Small per tier, cheapest | Always first | #1 — do these before anything |
| Stars | Medium per star | After shop upgrades | #2 — push to 3-4 stars before evolving |
| Evolution | Large (+30-50%, one-time) | After stars are comfortable | #3 — the biggest single power jump |
| Ascension | Small (+5-10% per level) | After evolution | #4 — the long tail, only on permanent units |
| Mastery | Small, passive, permanent | Accrues automatically from fielding | #5 — happens while you play normally |
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.