Lancer Unit Guide — Fastest Unit in Command An Army
The Lancer is Command An Army's fastest unit: the Scout Rider line's final form, how to evolve it, and how to use it without feeding it to spears.
FAQ
How do I get a Lancer in Command An Army?
Is the Lancer good in Command An Army?
What is the Lancer weak to?
Lancer or Spartan — which should I build around?
The Lancer is the fastest unit in Command An Army and its hardest rusher — the final form of the Scout Rider evolution line and a fixture in the top tier of every creator ranking. Its job is tempo: reaching the capture point, the exposed ranged line, or the retreating enemy before anything slower can respond. This page covers how to evolve one, how to use it, and the one matchup that ruins it.
How do I get a Lancer?
The Lancer is not a lucky pull — it is the third and final form of the Scout Rider line:
| Stage | Form |
|---|---|
| 1 | Scout Rider |
| 2 | Cavalryman |
| 3 | Lancer |
Each stage is a straight upgrade of the one before, so a Lancer is an investment of three evolution stages rather than a summon. The full evolution system — every line, how Ascension and Mastery stack on top — is in the units guide.
Because it evolves from common pulls, the Lancer is one of the most accessible top-tier units in the game: you don’t need to win the summon lottery, you need to commit to one line and level it.
Why is the Lancer top tier?
Two properties, both creator-cited:
- Fastest unit in the game — it chooses where fights happen. On attack it reaches the point first; on defense it is the unit that can actually respond to a break on the far side of the map.
- Highest rush damage — when it arrives, it arrives hard. Creators describe it as the unit that cleans up after a shield push has broken the enemy line.
The practical result is tempo: teams with Lancers fight at the pace they choose, and teams without them get picked apart by the Lancer’s hit-and-run.
How should I use the Lancer?
The Lancer is a flank and punish unit, not a frontline:
- Never lead with it. Let shields (Spartan, Imperial Wall) or spears start the engagement — a Lancer charging into a prepared line dies to the first spear wall it meets.
- Hunt the ranged line. The Fire Archer and Crossbowman decide fights if left alone; the Lancer is how you stop them being left alone.
- Cut the retreat. In the attack/defend rhythm, the losing side retreats to resupply. Lancers are the unit that turns a retreat into a rout.
- Reposition, don’t brawl. Rush in, deal the damage, pull back out. Lancers win exchanges, not sieges.
One creator demonstration worth copying: while a Spartan wall held the point, the Lancers swept the enemy’s pushed units — the shield line survived “20 out of 20” while the rush units did the killing. That division of labor (shields hold, cavalry kill) is the standard winning pattern in the current meta.
What is the Lancer weak to?
Spears — full stop. The Spearman → Pikeman line and the Halberdier exist specifically to blunt cavalry, and running Lancers into a spear wall is the most common way players waste their best unit. Two rules:
- If the enemy frontline is spears, do not charge it — go around, or wait until the spears commit to a different point.
- If your own frontline lacks spears, expect to lose the cavalry exchange — the beginner guide recommends a spear slot for exactly this reason.
For how the Lancer stacks against the rest of the roster — including the Spartan it plays beside — see the best units tier list.
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