Your friends are the lifeblood of The 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.

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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 Sumino

Available

Combat Role

Passive Skill

Subject(s)

Day 001

Melee: Close-Range Multi-Target

Special Redo

Takumi can restart battles or retry specific waves.

N/A

Class Weapon Skills

Name

Effect

Stats

Side Slash

Attack in a line five tiles across.

Atk: 2

Impact Stab

Unleash a powerful close-range stab attack that ignores armor when calculating damage.

Atk: 3

Air Blade

Unleash a vertical slash attack.

Atk: 1 Flight +2

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!

-

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 faithful close-range multi-target attacker, able to cut down plenty of enemies all at once with his various skills.

You'll use a variety of sword skills that require you to get close, but you'll often hit multiple foes at once. Takumi is with you at all times as you explore the school, as your player character, so he's a safe bet for leveling up.

Takemaru Yakushiji

Available

Combat Role

Passive Skill

Subject(s)

Day 001

Melee: Close-Range Multi-Target

Special Rampage

Takemaru gains +1 Armor for every tile he moves.

  • Endurance
  • Mobility

Class Weapon Skills

Name

Effect

Stats

Outta My Way!

Damage all adjacent enemies.

  • Atk: 1

Eat This!

Deal damage to the enemy in front of you, decreasing their movement.

  • Atk: 2
  • Move -3

Put 'Em Up!

Hit an enemy and challenge them to a one-on-one brawl.

  • Atk: 3
  • Enrage

Unyielding Spirit

+2 Attack when user is near death.

-

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.

-

While he does enough damage after a few upgrades, Takemaru's real strengh lies in his ability to gain armor when moving across 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 using Outta My Way! to hit 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.

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Darumi Amemiya

Available

Combat Role

Passive Skill

Subject(s)

Day 001

Mid-Range: Multi-Target, Support

Special Sick Day

Darumi's skills change when she's Fatigued.

Creativity

Class Weapon Skills

Name

Effect

Stats

Homicide!

Launch a cross-shaped mid-range attack, earning a small amount of Voltage.

  • Atk: 1
  • Flight +2

Stay With Me!

Debuffs movement within a large area, earning a large amount of Voltage.

  • Atk: 0
  • Move -3

I Feel Fine!

Launch knives in a vertical line and recover 1 HP.

  • Atk: 2
  • +1 HP

Unyielding Spirit

+2 Attack when user is near death.

-

Early Strike

Attacks all enemies a cross-shaped range near Darumi for 1 damage at the start of your turn.

-

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.

-

One of your earliest teammates whose desire for death keeps her killing throughout, Darumi's power comes from keeping her distance from the enemies she's attacking, as a ranged attacker. Her damage output is slightly smaller when she's not Fatigued, but Fatigue changes Darumi's attacks to more powerful iterations.

Darumi also makes for excellent support once you've upgraded her Class Weapon a 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!

Eito Aotsuki

Available

Combat Role

Passive Skill

Subject(s)

Day 007

Melee: Close-Range Multi-Target

Special Fortunetelling

Eito receives a random buff after an action during your turn.

  • Investigation
  • Technology

Class Weapon Skills

Name

Effect

Stats

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.

Atk: 2 Flight +2

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.

Atk: 4 Bleed

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!

-

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.

-

He takes a moment to join the fight at the start of the game, but Eito's extended range on 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 a heavy hitter.

As such, you'll want to focus on using 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 to extend your turn with additional AP from his brute strength.

Tsubasa Kawana

Available

Combat Role

Passive Skill

Subject(s)

Day 017

Support: Team Support with Close-Range Attacks

Special Energy

Tsubasa does not become Fatigued.

Technology

Class Weapon Skills

Name

Effect

Stats

Deadlights

Attack enemies in front and reduce their attack by 1.

  • Atk: 1
  • -1 Attack

Accelerate

Buffs ally movement, heals Fatigue, and extends ally range.

  • Atk: 0
  • Removes Fatigue
  • +10 Move

Decelerate

Buffs ally power with attack and defense boosts.

  • Atk: 0
  • +1 Attack
  • +3 Armor

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!

-

Early Strike

Attacks all enemies a cross-shaped range near Darumi for 1 damage at the start of your turn.

-

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.

-

Though she has offensive capabilities, Tsubasa's specialty is in her support skills, bolstered by a relatively high HP from being inside a vehicle and the fact that she 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.

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Gaku Maruko

Available

Combat Role

Passive Skill

Subject(s)

Day 001

Ranged: Multi-Target Attack, and Team Support

Special Vibe

Gaku does +1 damage when Voltage is over 100%.

  • Observation
  • Exploration

Class Weapon Skills

Name

Effect

Stats

Crazy Shot

Shoots enemies in a fan-shaped area, knocking them back.

  • Atk: 1
  • +2 Flight

Take This!

Buffs allies and gains a large amount of Voltage.

  • Atk: 0
  • +1 Attack
  • +Voltage

On the Hunt

Fire a connected volley of shots in a vertical line, recovering 1 HP.

  • Atk: 2
  • +1 HP

Early Strike

Attacks all enemies a cross-shaped range near Darumi for 1 damage at the start of your turn.

-

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.

-

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!

-

Another ranged attacker who arrives after some persuasion, Gaku sees a lot of success when you use him to clear swaths of low-level invaders and 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's support skills are 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.

Kyoshika Magadori

Available

Combat Role

Passive Skill

Subject(s)

Day 028

Melee: Close-Range Multi-Target

Special Bushido

Kyoshika gains +2 Attack when hitting a single target.

Mobility

Class Weapon Skills

Name

Effect

Stats

Jumonji Slash

Slash diagonally in front, ignoring armor when calculating damage.

  • Atk: 2

Shigure no Mai

A spinning slash that stuns the user.

  • Atk: 6
  • +Stun to user.

Shin Senpuu Yaiba

Mow down enemies and push targets back.

  • Atk: 2
  • -1 Space

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!

-

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.

-

You'll hear a lot about the Jumanji Sword, but Kyoshika is a powerful 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.

Yugamu Omokage

Available

Combat Role

Passive Skill

Subject(s)

Day 028

Melee: Close-Range Multi-Target

Special Biology

Yugamu deals +2 Attack damage to enemies with status ailments.

Investigation

Class Weapon Skills

Name

Effect

Stats

Twisted Whip

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.

Atk: 2 +Bleed

Fatal Contagion

Debuffs enemies in front.

Atk: 0 -2 Attack -2 Move

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!

-

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.

-

Yugamu is a strange bird in the daily life segments of the game, but he's incredibly useful with multi-target close-range damage, often inflicting a number of debuffs or ailments onto 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 him deal more damage to enemies with ailments, so be sure to compound that damage output whenever possible.

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Kurara Oosuzuki

Available

Combat Role

Passive Skill

Subject(s)

Day 028

Defense: Passive Defense and Close-Range Attack

Special Crafting

Kurara restores +3 HP to any structure nearby when she moves.

Exploration

Class Weapon Skills

Name

Effect

Stats

Oosuzuki Nightmare

Hit an enemy in front and inflicts Stun.

  • Atk: 2
  • +Stun

Craft Mounted Turret

Creates a turret that fires in range at the start of your turn. (2 Uses)

  • Atk: 2

Support Tower

Buff allies in range at the start of yourn turn. (Single Use)

  • Atk: 0
  • +2 Armor

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!

-

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.

-

Much fiercer off the battlefield than she is on it, Kurara is largely a defensive teammate, dedicated to protecting the team with passive offensive attacks like the turret she relies on. It's a good idea to keep her near the academy's armor whenever possible, since her defense comes especially in handy when preventing enemies from damaging the barrier.

Nozomi Kirifumi

Available

Combat Role

Passive Skill

Subject(s)

Day 028

Support: Healing and buffs.

Special Health

Nozomi recovers +1 HP for teammates in the eight spaces around her between turns.

Calculation

Class Weapon Skills

Name

Effect

Stats

Rescue Bullet

Heals status effects and some HP for all allies in range.

  • Atk: 0
  • +3 HP
  • Removes Statuses

Paralyze Bullet

Paralyze enemies, knocking them back.

  • Atk: 2
  • +2 Flight
  • +Stun

Bolstering Bullet

Buff all allies in range.

  • Atk: 0
  • +1 Attack
  • +5 Move

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!

-

Early Strike

Attacks all enemies a cross-shaped range near Darumi for 1 damage at the start of your turn.

-

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.

-

One of the most important things to know about Nozomi is that she cannot be revived should she fall in battle, so you'll need to keep 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 to remove 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. She can damage foes, but given her mortality in combat, it's best to keep her at a distance unless she's healing the team.

Shouma Ginzaki

Available

Combat Role

Passive Skill

Subject(s)

Day 044

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.

  • Literacy
  • Creativity

Class Weapon Skills

Name

Effect

Stats

Aggression Signal

Makes enemies in range focus their attacks on Shouma on the next Enemy Turn.

  • Atk: 0
  • +2 Armor for Shouma
  • +Enrage for enemies

Defense Mode

Adds Reflect to user, forcing enemies to hit themselves with their attacks.

  • Atk: 0
  • +2 Armor

Omega Punch

Tries to attack physically, stunning Shouma after.

  • Atk: 1
  • +Stun

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!

-

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.

-

Though it takes some convincing from Takemaru to get him to train up and join the battle, Shouma is a veritable tank on the battlefield once he finally arrives. Fighting in an enormous mech suit, Shouma shines when you use 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.

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