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Command An Army Phalangite — How to Get, Stats & Why It Got Nerfed

How to get the Phalangite in Command An Army: evolve a Pikeman at level 20 (Spearman → Pikeman → Phalangite). Full screen stats, its three spear-wall modes, the two post-launch nerfs, and whether it is still worth it.

Last verified: 2026-10-15Priority: P0Source-tagged facts below

To get the Phalangite in Command An Army you evolve a Pikeman at level 20 — and to have a Pikeman you first evolve a Spearman at level 20. The full chain is Spearman → Pikeman → Phalangite, two level-20 grinds, and no banner luck required. It is Update 3's defensive headliner: a spear-wall unit that launched as undisputed S tier, took two nerfs in two weeks, and is still the best pure-defense unit in the game. Seen in footage · 2026-10-15

How to Get the Phalangite — Step by Step

  1. Recruit a Spearman — a 1★ starter unit (~18.88% summon rate, effectively free).
  2. Fight it to level 20 — units gain experience only by participating in battles; feed one unit at a time so the XP pool is not split (the beginner guide has the XP strategy). Defensive rounds are the safest grind.
  3. Evolve it into a Pikeman in the upgrade menu — this costs evolution currency.
  4. Grind the Pikeman to level 20, then evolve again into the Phalangite.

Both evolve actions run on the same level-20 rule as every other chain. There is no gacha shortcut: the Phalangite cannot be summoned from any banner — every one in the game was walked up the spear line. Seen in footage · 2026-10-15

Phalangite Stats — Read From Screen

A dedicated review video shows the full stat block at level 20: Seen in footage · 2026-10-07

StatValue (level 20)Note
HP347.6Per-unit — multiplied across 28 units
Damage36.5Before the Update 3 tuning wave cut it
Attack interval2.0s → 2.4sUpdate 4 slowed the cooldown from 2.0 to 2.4 seconds
Speed18.4Slow — this unit holds, it does not chase
Block71.4High block on top of a shield = arrow-immune wall
Range25Spears reach far past the front line
DPS20.6Modest per-unit — the wall is the value, not the DPS
Rush damage22.2Usable in a pinch, not a charger
Unit count28More bodies than Imperial Halberdier's 24 — part of why it wins pure defense
Seen in footage · 2026-10-15

Its Three Hold-Position Modes

The Phalangite's kit is built around hold position, with three formations shown on camera: Seen in footage · 2026-10-07

  1. Four rows with spears braced — the default anti-charge line; enemy melee dies on the spears before reaching the bodies.
  2. The "uncrossable wall" — a denser spear line that reviewers describe as impossible to walk through without cavalry-speed movement.
  3. The circle — a ring around the player that protects you from almost anything trying to touch you.

In the review's live match, a held Phalangite line soloed an enemy push and lost a single unit. Attackers die on the spears; the wall does not move. Seen in footage · 2026-10-07

The Two Nerfs — and Why It Is Still Good

  • Update 3 tuning wave (late September): less damage, and its charge now caps at 3 targets with ~4-5 damage on the third — the "hits everybody" launch behavior is gone. Community report · 2026-10-09
  • Update 4 (October 11): attack cooldown slowed from 2.0s to 2.4s — a second straight hit to the line's damage output. Community report · 2026-10-14

Despite both, the 100-hour tier video keeps it A tier as the best pure-defense unit in the game: 28 units, a shield that makes the wall immune to arrows, excellent range, and the Spear Vanguard nerf in Update 4 removed its closest rival. Community report · 2026-10-14 If you want attack from the same slot, Imperial Halberdier hits harder; if you want to hold a point, nothing beats the wall.

How to Use It

  • On defense, hold and let them come. The wall wants static fights — capture a point, switch to hold, and let attackers break themselves on it.
  • Pair it with ranged or a 5★ escort. The wall tanks while Flaming Archers burn from behind — or park a Laestrygonian behind it and let the splash do the work; the tier video's Laestrygonian pairing assumes exactly this wall in front.
  • On attack, it is a siege anchor. A ranked guide's Castle Wall push used exactly this: Lancers chip and pressure first ("the charges were super clean"), then the Phalangite walks up as the main push and grinds the held line down slowly — the same creator has since posted back-to-back win runs with the identical pattern (spawn pressure first, Phalangite push second). The wall that dominates defense is equally nasty when parked on an enemy choke. Community report · 2026-10-23
  • Do not chase with it. Speed 18.4 means anything that walks away survives; the wall that leaves its point is just 28 slow bodies.
  • In ranked, it is a ban-worthy problem on defensive maps — the pre-nerf "too OP for ranked" debates cooled after the tuning, but holding maps is still its game. See the tier list for the current consensus.

Do You Need More Than One?

One Phalangite holds a point; two let you defend two objectives or rotate a fresh wall into a lost fight. Because the line starts from free Spearmen, a second (and third) Phalangite costs you only grind time, not gems — most defensive players eventually run two. What you should not do is feed the line past Phalangite expecting a fourth form: it is the current end of the Spear chain, and Ascension with duplicates is the only growth beyond it. Community report · 2026-10-15

Related

  • Evolution guide — the full Spearman → Pikeman → Phalangite chain and the level-20 rule.
  • Units database — every other unit, chain and summon odds.
  • Update 4 page — the cooldown nerf in context.
  • Tier list — where the Phalangite sits after two nerfs.

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