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You’re up against your first Commander of the game in battle on Day 007 inThe Hundred Line: Last Defense Academyusing the same familiar teammates, but when things start to look like they might not go your way, Eito is here to save the day!
There’s an invasion happening at the school on Day 007, and when the Commander has you pinned down, you gain a new teammate for the first time so far in the game. Endure the first two waves on your own and then enjoy getting to know how Eito Aotsuki’s hemoanima powers can help you.

How To Beat The First Commander
Waves One And Two
With Hiruko at the helm as the new self-appointed group leader, you’ll have the old familiar team back in action on the battlefield in its entirety again after yesterday’s expedition. This fight begins withTakumi, Hiruko, Darumi, and Takemaruin play, the first bit of the fight is relatively straightforward:take out all the enemiesinthe first few waves, doing your best toprotect the Barrier Generatorat all costs.
The best way to do this is to use your multi-target attacks as much as possible tokill as many invaders in one attack as possible, making smart use ofhttps://www.thegamer.com/hundred-line-last-defense-academy-passive-skills-abilities/your team’s passive abilities as you cross the battlefield slaying monsters to defend the school.

Since this battle is meant to be a step up from your last two, you’ll likely experience your first Enemy Transformation here, which charges an invader up when they kill your teammate before your teammate can do it themselves in the name of a charged attack.
The best way to handle the fight is to make smart use of your Special Attacks and boosted hemoanima selections throughout the fightwhen your Voltage increasesto anything over 100 percent. You can safely store up to 300 percent Voltage before it stops accumulating, so use it when necessary to perform powerful attacks (that Stun your teammate in the process) and clear through the first two waves of invaders.

While you’ll see some story-based dialogue between them, first two waves are both over after you’ve handled every school invader on the field, withany sacrificed teammatesbrought back to life and any living teammate’s HP restored between the two waves. You’ll have more, stronger enemies to face in the second, but handle them swiftly to move onto the final boss stage of the fight.
Wave Three: Eito Saves The Team From The Commander
Just when things begin to look hopeless for the four teammates you were using in the first two waves of the fight, trapped in the clutches of the Commander when it arrives to back up the squad of invaders you’ve been fending off in this defensive battle,Eito shows up in uniform, his hemoanima active, and from then on, you’ll often find thatEito joins the fightalong with the rest of the gang.
Eito is astrong melee fighterwhen you first gain access to him on Day 007, with the moveJudgeat his disposal to deal damage tothree squares in front of himselfon the field. Additionally, with his passive skill Special Fortunetelling, he has thechance to gain an extra point of attack or defenseafter taking a turn in battle. If this doesn’t give him a buff, he’ll simply be Fatigued like a normal teammate would after consuming AP in a fight.

During this phase of the fight, the goal is simply todefeat the enemy Commanderto complete the wave and win the battle, which means you don’thaveto take out any school invaders beside the commander. That said, since taking out stronger invaders offers one extra Attack Point per kill, you can make smart use of chaining together kills on smaller enemies to help keep momentum going as you chain attacks together.
You may want to consider assigning roles in the earliest turns of this fight, leaving some teammates to defend the Barrier Generator while others advance offensively to start chipping away at the Commander’s HP. You canuse Takumi and Darumi to deal with smaller invadersas they come toward the Barrier Generator whilesending Takumi, Hiruko, and Eito toward the Commandertofight it off more directly, since they’re your strongest and most direct offensive characters for the time being.
Again, keep an eye on your Voltage and use Special Attacks when necessary to deal colossal damage numbers compared to your usual moves, though keeping in mind that Stun prevents this teammate from performing an action on your next turn. Once the Commander goes down, the fight ends no matter how many lesser invaders remain on the field when you win the fight.
After you’ve defeated the Commander, you’ll see a short scene that introduces theFinal Blowconcept, which sees one of your teammates deal the finishing attack to a Commander after your team has won defensive battles and take out one of the enemy Commanders. This time, you may only choose Hiruko for story purposes, but in every fight past this one that sees your team defeating a Commander, you’ll need to decide who gets to take the Commander’s power by dealing the Final Blow, ending the battle and paying out any BP you earned by fighting.