Command An Army Best Units

Direct answerNo single unit is best for every match. By verified role: Mercenary is the frontline pick, Shieldman holds a captured point, Crossbowman is the ranged unit that pushes objectives, Scout Rider is your fast charge, and Spearman counters mounted units. Rare Standard Banner pulls stay unranked until their role is verified. Last checked 2026-09-11.
How to pick by objective
| Situation | Best role | Why |
| Frontline attack (push A/B) | Main combat troops | Carry the core engagement and contest the point |
| Hold a captured point | Defensive shield units | Blunt a push; pair with Shield Wall |
| Charge a concentrated spot | Fast mounted units | Triangle formation focuses a charge |
| Ranged support / soften | Ranged units (Archer, Crossbowman) | Damage from behind, less exposed |
| Break a structure / gate | Troops that break structures | Tutorial shows Knights breaking a gate |
Best units by job
| Job | Best verified pick | Why |
| Frontline push | Mercenary | Main combat body — carries the core engagement |
| Hold a captured point | Shieldman | Defensive hold; pairs with Shield Wall |
| Anti-cavalry | Spearman | Polearm body built to counter mounted units |
| Ranged objective push | Crossbowman | Ranged pressure that advances objectives |
| Fast charge | Scout Rider | Mobility; Triangle formation concentrates the charge |
| Break a structure or gate | Knight | Structure breaker shown in the tutorial |
Best units for attack
Attack means creating pressure without losing the army: a frontline body (Mercenary) absorbs the contact, ranged pressure (Crossbowman, or Archer early) softens the defence, and a fast unit (Scout Rider) charges the concentrated spot with Triangle. Knights are the structure breakers when a gate blocks the route. See Attack vs Defense and Formations for how to sequence it.
Best units for defense
Defense is about holding ground: Shieldmen lock into Shield Wall and take the Hold command to absorb a push, Spearmen screen against mounted charges, and ranged support stays behind the line to punish the attackers. The job is to make the enemy spend their push on your cheapest bodies while the point stays yours.
Best early-game units
Early on, the starter pool carries you: Mercenary and Shieldman as your line, Spearman against cavalry, Archer for ranged support. The first Standard Banner pulls that change your army are units like Scout Rider (mobility) and Crossbowman (ranged push). For the full onboarding order, see the Beginner Guide.
Best unit to upgrade first
Upgrade the units you field in nearly every match — your frontline body and your hold unit — before narrow specialists. Two caveats we keep honest: per-unit star costs and upgrade costs are not published, and there is no verified upgrade tree, so this is a principle rather than a price table. See Progression for the verified upgrade loop.
Choose the best unit for your decision
Use the route that matches the question you are trying to solve. These are recommendations by job and constraint, not a second universal tier list.
| Decision | Start here | Boundary |
| Best overall / attack / defense | Best Units + Attack vs Defense | Choose by objective; no universal S-tier |
| Early game / frontline / ranged | Beginner Guide + Units | Roster stays separate from recommendations |
| Mobility / cavalry | Formations | Use Triangle only where the role is verified |
| Invest / upgrade first | Progression | No invented upgrade costs or evolution |
| What to pull / star-limit army | Summons + Army Builder | Verify the role and fit before deploying |
Why we do not print a single S-tier
The build doc's tier-list rule says: do not present a single universal S-tier; explain choices by objective and star budget instead. The fan wiki's own tier list also states a confirmed named-unit roster is not available, so a hard named ranking would be fabricated. Our editorial ranking of the nine units we have verified lives on the Tier List page.