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Your friends are the lifeblood ofThe Hundred Line: Last Defense Academy- quite literally, sometimes! - but knowing how to use all of your teammates effectively in battle will always make the difference between winning and losing your fights against the school invaders.
Know which teammates to use for which battles, but beware that your lineup choices are made for you more often than not, so knowing how best to use each teammate in the Last Defense Academy is always a good idea. Choose the best fighters on each turn in battle to clear every fight with minimal pushback.
This guide does not cover the basics of executing your turn in battle, but offers plenty of insight on each teammate’s skills, stats, and how best to use every teammate during battles. For more of an overview about how combat works in The Hundred Line: Last Defense Academy, check out our guide first.
Takumi can restart battles or retry specific waves.
Atk:2
Impact Stab
Unleash a powerful close-range stab attack that ignores armor when calculating damage.
Unyielding Spirit
+2 Attack when user is near death.
Use to get an extra hit or two in before having a teammate sacrifice themselves, if you’re going to!
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Counter Strike
Launch a counter-attack that deals 2 damage when hit by an enemy in front of you.
Last Yell
When acting with 1 AP left on your turn, there’s a 50% chance to gain +2 Attack and double Voltage gain on this move.
Your player character in the game is Takumi Sumino, a boy from the Tokyo Residential Complex who begins the story grateful that nothing changes, right before everything does. Sirei convinces him to fight for the sake of saving Karua, and he willingly takes up the blade to fight in battle as a faithfulclose-range multi-target attacker, able to cut down plenty of enemies all at once with his various skills.
You’ll use a variety ofsword skillsthat require you to get close, but you’ll often hit multiple foes at once. Takumi is with you at all timesas you explore the school, as your player character, so he’s a safe bet for leveling up.
Eat This!
Deal damage to the enemy in front of you, decreasing their movement.
Hit an enemy and challenge them to a one-on-one brawl.
While he does enough damageafter a few upgrades, Takemaru’s real strengh lies in his ability togain armor when movingacross the board during battle, which means he can take far more hits than his teammates before his actual HP is effected.
A good way to use Takemaru is to clear swaths of lower-level enemies usingOutta My Way!tohit every enemy in the eight tiles around him. If you pair this with sending him pretty far across the board to deal with enemies on the other side, he’ll have stacked armor against any retaliatory attacks on the enemy turn.
Stats
Homicide!
Launch a cross-shaped mid-range attack, earning a small amount of Voltage.
Stay With Me!
Debuffs movement within a large area, earning a large amount of Voltage.
Launch knives in a vertical line and recover 1 HP.
Early Strike
Attacks all enemies a cross-shaped range near Darumi for 1 damage at the start of your turn.
One of your earliest teammates whose desire for death keeps her killing throughout, Darumi’s power comes fromkeeping her distancefrom the enemies she’s attacking, as a ranged attacker. Her damage output is slightly smaller when she’s not Fatigued, butFatigue changes Darumi’s attacksto more powerful iterations.
Darumi also makes for excellentsupportonce you’veupgraded her Class Weapona bit, able to debuff the enemy and prevent them from advancing toward you or the base, or even recover some of her slightly smaller HP using I Feel Fine!
Melee: Close-Range Multi-Target
Special Fortunetelling
Eito receives a random buff after an action during your turn.
Judge
Mow down enemies in front.
This is a three-square attack that deals a solid amount of damage, so pairing Takumi and Eito for clearing groups is a good idea.
Atk:3
Jury
Attack diagonally from Eito’s position, knocking them back in the process.
Position Eito as centrally in a group of enemies as you can to make the most of this attack.
Executioner
Launch a scythe-shaped attack and inflict bleed.
Bleed deals passive damage between turns, allowing Eito’s attack to continue even on the enemy turn.
He takes a moment to join the fight at the start of the game, but Eito’sextended rangeon his attacks gives give a leg up in battle once he does join the fight on Day 007 to save the group from the Commander’s grasp. Even before you begin upgrading his attacks and teaching him new ones, Eito is aheavy hitter.
As such, you’ll want to focus onusing Eito for damage-dealing, since he’s able to safely go up against plenty of the stronger school invaders you’ll encounter on the battlefield. You earn an extra Attack Point for any stronger invader you slay, so Eito is good for stacking kills toextend your turnwith additional AP from his brute strength.
Attack enemies in front and reduce their attack by 1.
Buffs ally movement, heals Fatigue, and extends ally range.
Buffs ally power with attack and defense boosts.
Though she has offensive capabilities, Tsubasa’s specialty is in hersupport skills, bolstered by a relatively high HP from being inside a vehicle and the fact thatshe does not experience Fatigue. With a large movement range, you can send Tsubasa across the field to all her teammates, delivering support practically whenever and wherever it’s needed.
Ranged: Multi-Target Attack, and Team Support
Buffs allies and gains a large amount of Voltage.
On the Hunt
Fire a connected volley of shots in a vertical line, recovering 1 HP.
Anotherranged attackerwho arrivesafter some persuasion, Gaku sees a lot of success when you use him toclear swaths of low-level invadersand make a path through to the stronger enemies at the back of the attack squads. Crazy Shot’s strength is in its spray, not its impact, so use Gaku in strategic locations to deal some damage to a lot of enemies at once.
Additionally, Gaku’ssupport skillsare pretty solid, with Take This! boosting ally attack power and On the Hunt replenishing one point to Gaku’s HP each time you use it. Keep him toward the back of the group, but nearby enough to be in range when he’s needed.
Mow down enemies and push targets back.
You’ll hear alotabout the Jumanji Sword, but Kyoshika is apowerful melee attacker, sometimes even to her own detriment - like any good samurai ought to be, she’s committed to the war even if it means her own destruction.
Since slashing in front of her with Jumonji Slash can stretch through your teammates, you can safely keep Kyoshika near the middle of the pack. Make smart use of Shigure no Mai in Commander battles or against strong enemies, since it inflicts Stun on Kyoshika in exchange for the heavy damage output.
Slash enemies in front and lowers their attack.
Atk:1-1 Attack
Sacrificial Viper
Extends arm to damage and inflict Bleed on enemies in front.
Yugamu is a strange bird in the daily life segments of the game, but he’s incredibly useful withmulti-target close-range damage, often inflicting a number ofdebuffs or ailmentsonto the foes he hits along the way. And while his default damage output isn’t stellar, his passive makes him a wildcard in battle.
Keep Yugamu near other teammates that inflict ailments, since his passive skill makes himdeal more damage to enemies with ailments, so be sure to compound that damage output whenever possible.
Defense: Passive Defense and Close-Range Attack
Special Crafting
Kurara restores +3 HP to any structure nearby when she moves.
Hit an enemy in front and inflicts Stun.
Craft Mounted Turret
Creates a turret that fires in range at the start of your turn.(2 Uses)
Support Tower
Buff allies in range at the start of yourn turn.(Single Use)
Much fiercer off the battlefield than she is on it, Kurara is largely adefensiveteammate, dedicated to protecting the team withpassive offensive attackslike the turret she relies on. It’s a good idea tokeep her near the academy’s armorwhenever possible, since her defense comes especially in handy when preventing enemies from damaging the barrier.
Support:Healing and buffs.
Special Health
Nozomi recovers +1 HP for teammates in the eight spaces around her between turns.
Rescue Bullet
Heals status effects and some HP for all allies in range.
One of the most important things to know about Nozomi is thatshe cannot be revivedshould she fall in battle, so you’ll need tokeep her away from foes- with Kurara is a good idea, given their shared defense and support capabilities - to ensure she stays alive between waves of combat.
That said, Nozomi is able toremove Stun from teammates, which allows you to safely use a series of Special Attacks during battle with her there to follow up and remove Stun, allowing that teammate to move again as intended. Shecandamage foes, but given her mortality in combat, it’s best to keep her at a distance unless she’s healing the team.
Defense:Tank-like defense combo with Enrage.
Special Shut-In
Shouma is immune to status effects, and gains +1 Attack for each enemy hit he endures.
Aggression Signal
Makes enemies in range focus their attacks on Shouma on the next Enemy Turn.
Defense Mode
Adds Reflect to user, forcing enemies to hit themselves with their attacks.
Though it takes some convincing from Takemaru to get him to train up and join the battle, Shouma is averitable tankon the battlefield once he finally arrives. Fighting in an enormous mech suit, Shouma shines when youuse his defense to your offensive advantage- not only does Shouma get stronger for each attack he takes in battle, but he’s got a combo that makes the enemies pack their own punch.
When he uses Aggression Signal to Enrage nearby enemies and attract their focus to him, then follows it with Defense Mode, you’ll see the enemies taking damage for each hit they land on Shouma even before his powered-up rebound turn begins.