Command An Army Tier List - Best Units Ranked
All 14 units ranked for pushing waves, farming distance and climbing the Command An Army leaderboard, with best-unit picks for every game stage.
Published August 24, 2026 · Last updated September 17, 2026
Quick Answer: What Are the Best Units?
S Tier: Titan, Dragon, Wizard and Healer — 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 — 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) — 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) — flying splash damage that skips ground defenses entirely; the damage ceiling of any army it joins.
- Wizard ($5,000) — slow, long-range splash casts; out-damages rows of Archers against every dense wave. The best value purchase in the game.
- Healer ($800) — 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 — 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) — the first unit that ends frontliner churn; everything your backline does gets better behind it.
- Captain Commander ($8,000) — the best boost unit in the game; its buff applies to the units that matter and stacks with everything.
- Noob King ($15,000) — strong Epic melee; pick it when raids die to melee-range pressure before the Golem fund is close.
- Witch ($2,500) — real splash at a mid-game price; skip it the moment a Wizard save is realistic within a session or two.
B Tier: The Situational Picks
B Tier units do specific jobs acceptably but rarely define your formation. 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 — fine against single targets, never exciting against waves. Balloon is the most situational unit in the game: flying raiders that skip walls win specific lanes outright and do nothing in others. Field B Tier units when they solve a problem your current army cannot; do not build around them.
- Archer ($150) — permanent filler; the answer to "what do I do with $450 of spare cash" for the entire game. Pairs with everything from Swordsman walls to Golem tanks.
- Crossbow ($500) — single-target punch; useful against tanky single targets and boss waves, mediocre against dense waves where splash matters. Upgrade to Witch once affordable.
- Balloon ($1,200) — air raider; field it against lanes that lean on ground walls, bench it otherwise. The only unit that ignores melee entirely, but fragile if anything reaches it.
C Tier: Early-Game Only
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. These units are mandatory buys early and irrelevant late. Do not invest heavily in their upgrades past the first few sessions — every dollar spent upgrading a Swordsman is a dollar not saved toward a Healer or Wizard.
- Swordsman ($50) — the opening build; mandatory first buy, spammable front line, irrelevant after mid-game. Upgrade just enough to clear opening waves, then stop.
- Spearman ($300) — slightly longer reach than Swordsman, but outclassed by Archer-backed Swordsman lines. Skip it unless you specifically need melee depth before Crossbow cash.
- Rookie Commander ($500) — a working aura at a fair early price; retired the day the Captain Commander is affordable at $8,000. The aura is real but small; Captain Commander's +25% dwarfs it.
Best Units by Budget: What to Buy Right Now
The tier list assumes max investment, but your actual best buy depends on your current cash. Here is the honest answer to "what should I buy with the cash I have right now":
| Your Cash | Best Buy | Why |
|---|---|---|
| $50-$150 | Swordsman + Archer | Cheapest effective frontline; clears opening waves |
| $500-$800 | Healer | Sustain extends pushes longer than extra bodies; never leaves your formation |
| $2,500-$5,000 | Witch or Wizard | Splash damage multiplies everything already fielded; Wizard is the best value in the game |
| $8,000-$15,000 | Captain Commander or Noob King | Army-wide buff or Epic melee; both hold lanes before Golem cash |
| $25,000 | Golem | The wall ends frontliner churn permanently; everything your backline does gets better behind it |
| $40,000-$50,000 | Dragon or Titan | Legendary stats return the best distance per dollar; Titan if pushes die, Dragon if pushes are slow |
Units That Change Tiers After Evolution
Evolution roughly multiplies core stats by 30-50%, and the order you evolve matters. The community-converged evolution order is: Wizard first (splash scaling turns a good caster into the raid carry), Titan second (the wall that decides whether pushes finish), Healer third (multiplies both of the above). Units that are B or C Tier at base can become A Tier after evolution if you invest in them — but evolution resources are scarce, so evolve what you field every raid, not what looks fun on paper. The full evolution priority list is on the evolution page.
Best Units by Game Stage: Early, Mid and Late Game
The overall tier list is useful, but the "best unit" changes depending on where you are in the game. A unit that is C Tier at hour one can be essential at hour twenty. Here is the tier list re-ranked by game stage:
| Game Stage | Your Cash Range | Best Units | Runner-Up | Why |
|---|---|---|---|---|
| Early Game (first hour) | $50-$800 | Swordsman, Archer, Healer | Spearman, Crossbow | Cheap bodies that clear opening waves; Healer is the first "real" investment |
| Early-Mid Game (hours 1-3) | $800-$5,000 | Healer, Crossbow, Witch | Archer (as filler), Rookie Commander | Sustain + splash damage; Healer changes every fight after it arrives |
| Mid Game (hours 3-8) | $5,000-$25,000 | Wizard, Captain Commander | Witch (if pre-Wizard), Healer | Wizard is the best value unit in the game; Captain Commander buffs the whole army |
| Late Game (hours 8+) | $25,000-$50,000 | Golem, Titan | Noob King (pre-Golem), Dragon | Golem ends frontliner churn; Titan is the definitive endgame investment |
| Endgame (fully built) | $50,000+ | Titan, Dragon, Wizard, Healer | Golem (as second wall), Captain Commander | The S-Tier core four that every leaderboard army fields |
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.