Command An Army Summon Odds: Official Rates and Luck Explained
The only official summon rate in Command An Army — 4★ at 0.5%, 1% with Luck, 1.5% with Super Luck — translated into what your Gems actually buy.
FAQ
What are the summon odds in Command An Army?
How many pulls is a 0.5% chance, really?
What are Luck and Super Luck?
Should I save Gems for 4★ units?
Summoning is where the Gems go and where the math feelings live. This page keeps it boring on purpose: one official rate, honest arithmetic on it, and a clear line between what the developer has published and what nobody outside the game files knows.
What is the official rate?
One number, from the September 7, 2026 patch post — the first time the developer published exact odds:
| Condition | 4★ chance | Source |
|---|---|---|
| Base (launch) | 0.33% | Superseded September 7 |
| Base (current) | 0.5% | Official patch post |
| With Luck | 1% | Official patch post |
| With Super Luck | 1.5% | Official patch post |
That is the entire published table. The September 7 patch more than doubled the base rate — quietly one of the biggest economy changes of launch week (patch history).
What does 0.5% mean in real pulls?
Arithmetic, clearly labeled as arithmetic — independent trials on the official rate, not a documented game system:
| Pulls | Chance of ≥1 four-star |
|---|---|
| 10 | ~4.9% |
| 50 | ~22% |
| 100 | ~39.4% |
| 200 | ~63.3% |
| 460 | ~90% |
The two honest takeaways: a “1 in 200” pull is expected once per 200 pulls on average, but 100 pulls still miss more often than they hit — and no pity system is documented, so pull 201 rolls the same 0.5% as pull 1. If a pity mechanic exists, it is not in any official post.
How do Luck and Super Luck work?
Officially: they raise the 4★ rate to 1% and 1.5% — quoted from the patch post, nothing more. How you obtain Luck (game pass, item, event reward, level) appears nowhere in the official channels this site tracks, so this page records the effect and marks the acquisition as unverified rather than inventing a mechanism. Notably, even Super Luck’s 1.5% is three pulls in two hundred — the rarity guide’s whole argument (availability beats rarity) survives even the boosted rate.
What does a pull actually get you?
Units — and the duplicates are not waste: they feed Ascension, which is why a common-heavy pull history is an asset. The pool itself is only partially documented: the official evolution paths and update posts name the roster’s chains, but per-unit pool weights, any limited banners, and duplicate rules per rarity tier are unpublished. What a landed pull looks like: the official stat cards — the Javelineer’s 2★ card and the Imperial Halberder’s 3★ card — are the two published examples.
How should you actually summon?
The spending order from the gems guide: missing role first, documented chain second, rarity last — with the 3,900 Gems from the codes page funding the early pulls. Summon when a role is empty; save when your four are set. The math above is why: 3,900 Gems buys real units and real duplicates for a core four, while chasing 4★ buys a ~39% coin-flip at a hundred pulls.
What is still unverified?
The 1★/2★/3★ rates, pity mechanics, Luck acquisition, pool weights, and duplicate rules per tier. Each lands here with a date as it verifies — nothing on this page upgrades from “official” to “guessed.”
Sources
- Official COMMAND AN ARMY Discord — #update-log, September 7 patch: 4★ rate 0.33% → 0.5%, Luck 1%, Super Luck 1.5%
- Official COMMAND AN ARMY Discord — #information, Game Information post: evolution chains and Mastery rules that define what a pulled unit can become
- Developer stat cards (#sneak-peaks): the two published pull results used as examples
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