Guides

[MONGOLS] Command An Army Guides Hub

Task guides for the first match, evolution, the star cap, orders, Gems, the Mongol update, maps, and ranked play.

[MONGOLS] Command An Army Guides Hub

Task guides for the first match, evolution, the star cap, orders, Gems, the Mongol update, maps, and ranked play.

Read in this order

Start with the first hour if the tutorial is still on screen. Then redeem codes, learn the star cap, and only then open the Mongol update. Ranked is last because the queue assigns your side.

Which [MONGOLS] Command An Army guides are published?

First hour in Command An Army

Finish the tutorial, redeem the October codes, pick a commander class, and field a four-role army that fits the star number on your Units menu.

Open guide

How to ascend and evolve units

Level a unit to 20 with its own kills, spend duplicate copies on ascension, then evolve only if that line exists and the new star cost still fits.

Open guide

Star limit and four-troop loadouts

Add the star costs of the troops you equip and keep the total under the cap in the Units menu. Ownership alone does not equip a troop.

Open guide

Commands, formations and counters

Follow, Hold, Attack, Rush and Aim are separate orders. Spears stop cavalry, block damage stops shields, and a charge into the backline is how Lancers earn their cost.

Open guide

Gems, Skill Crystals and summons

Spend the one-time codes and the reported group bonus before you buy summons. A standard pull is reported at 50 Gems, and a ten-pull at 500, with no discount.

Open guide

Mongols update, battle pass and new troops

The official Mongols event is a Season 1 battle pass with Nokor, Bataar and Khorchin. Patch coverage adds a 5-star Laestrygonian, Myrmidon, two evolutions and a skill tree.

Open guide

Attack and defense on each map layout

Count the entrances and the cover before you pick troops. A choke wants shields and archers. Open ground wants cavalry and a spear behind them.

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Ranked, guilds and the Pro pass

Ranked is described as one round on a random map and a random side. The Pro pass, at 1,499 Robux, lists guild capacity, an emblem and roles, not combat stats.

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FAQ

[MONGOLS] Command An Army guide questions

What decides which troops I can bring?

Two limits apply together: a small number of equipped entries, described as four in current guides and as three until account level 15 in one early guide, and a combined star cost. Read both numbers in your Units menu. A troop you own still will not equip if it pushes the total over the cap.

Which codes should I try first?

Start with GUILDFIX, MONGOLS, OCTOBER3, SATURDAY, LAESTRYGONIAN, UPDATE3 and SKILLTREE. Those seven are the strings an October 5 list and an October 6 list both treat as working. Older strings are on the codes page because the October 5 list still printed them. If the game rejects one, that account result wins.

How do I evolve a unit?

Level that unit to 20 by getting kills with it, ascend it with duplicate copies, then use the Evolve podium. Only some lines evolve. Spartan, Samurai, Berserker and Immortal have no evolution in the pre-Mongol roster. Update 3 coverage adds Mace to Morningstar and Pikeman to Phalangite.

Does my class change my army?

No. Assassin, Sword & Shield and Hammer change how your commander fights. The four equipped troops stay the same. A written beginner guide and a class video both put a class change at 50 Gems. An Archer player class is announced for the October 17-24 2026 event window and is not described as live before that.

Where do the Mongol troops come from?

The official Mongols event lists a Season 1 battle pass with Nokor (3 stars), Bataar (3 stars) and Khorchin (4 stars). Update coverage says those three are pass rewards, not standard banner pulls. Laestrygonian and Myrmidon are separate reported summons.