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Immortal Guide — The 4-Star That Finishes What Lancers Start

What the Command An Army Immortal does: a 4-star rated for durability and follow-up, how it pairs with Lancer charges, and where it sits in the meta.

9/21/2026 Update 2 Last updated: 9/21/2026 3 min read

FAQ

What is the Immortal good at in Command An Army?
Follow-up. Creators describe pairing it with Lancers: the Lancer breaks the enemy line in a shock charge, and the Immortal goes through the gap and holds it. It is also notably fast for a durable unit — creators say it is no slower than a Lancer in practice.
Is the Immortal better than a Lancer?
They do different jobs. The Lancer is faster and does more rush damage but cannot win prolonged fights. The Immortal trades some of that burst for durability, which is why creators use them together rather than choosing one.
How much does the Immortal cost in stars?
Four stars — the top band, shared with Spartan, Samurai, Lancer and Berserker. Fielding an Immortal means not fielding one of those, so it competes directly for your damage budget.
Can the Immortal hold a point?
Better than a Lancer, but it is not a shield unit. Holding ground is the Shieldman line's job — the Immortal is for taking ground and surviving long enough to keep it while your push arrives.
Is the Immortal in the S tier?
It sits in A tier on our current list. It is a strong, durable 4-star, but creators rank Spartan, Berserker, Flame Archer and Lancer above it because those units either tank better or kill faster.

What the Immortal is

Immortal is a 4-star special unit in the same rarity band as Spartan, Samurai, Lancer and Berserker. It is not the fastest, not the tankiest and not the highest damage — its role is follow-up.

The Lancer pairing

The clearest explanation of what the Immortal does comes from how creators use it alongside cavalry.

A Lancer is a three-second unit: it breaks a line in one shock charge and then has nothing left. The problem with a pure cavalry push is that the gap closes again as soon as the horse is dead.

The Immortal solves that. Creators describe the pairing as Lancer breaks the line, Immortal walks through the gap — the horse creates the opening, the durable unit holds it long enough for the rest of the army to arrive.

There is a detail that makes the pairing work better than expected: creators note the Immortal is no slower than a Lancer in practice, despite being far more durable. That means it can actually keep up with a cavalry push rather than arriving after the fight is decided.

What it trades away

The Immortal is durable and mobile, which means it gives up burst.

It does not break a line the way a Lancer does. It does not tank a volley the way a Spartan does. It does not out-damage a Berserker or a Samurai.

That is why it sits in A tier rather than S on the best units tier list. It is not a unit you build an army around — it is the unit that converts another unit’s opening into a won fight.

How to use it

Send it second, not first. The Immortal follows a charge; it does not make one. Sending it in alone spends a 4-star unit to achieve nothing.

Use the durability, not the damage. Its value in a fight is that it stays alive in the middle of the enemy formation while your other units do their work. Position it where you need something to still be standing in ten seconds.

Pair it with the cavalry line. The Scout Rider line produces the Lancer that makes the Immortal’s job possible. Read them together.

Respect the star cost. At 4 stars it competes directly with Spartan, Samurai, Lancer and Berserker for your budget. On a small account, the star limit guide will usually tell you to field one of those and fill the rest cheaply.

Where it sits

Immortal is A tier as of September 2026. For the charge it follows, see the Scout Rider line; for what the whole army is trying to beat, the unit counters guide; and for how to fit a 4-star into a small budget, the star limit guide.

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