How to use Eito when he joins your team on day 007 in Hundred Line: Last Defense Academy.

You resist your first commander for the game in the battle on the day 007 in The Hundred Line: Last Defense Academy With the same familiar teammates, but when things start to look like they may not go your way, Eito is here to save the day!

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There is an invasion at school on the day 007, and when the master is stuck you get a new teammate for the first time so far in the game. Endure the first two waves on their own and enjoy getting to know how Eito Aotsuki's hemoanima forces can help you.

How to beat the first commander

Hiruko who kicks off the day 007 defensive battle in Hundred Line Last Defense Academy.

Waves one and two

With Hiruko at the helm as the new self -proclaimed group leader, you will have the old familiar team back in action on the battlefield in its entirety again after yesterday's expedition. This struggle begins with Takumi, hiruko, darumi and takemaru In the game, the first bit of the fight is relatively simple: take out all the enemies In the first waves, do your best for Protect the barrier generator at all costs.

The best way to do this is to use your attacks with multiple goals as much as possible Kill as many intruders in an attack as possibleTo make smart use of https://www.thegamer.com/hundred-line-last-defense-cademy-passive-cills-acecities/your Team's passive abilities as you cross the battlefield that beats monsters to defend the school.

Since this battle is supposed to be a step up from your last two, you are likely to experience your first enemy transformation here, who accuses an intruder when they kill your teammate before your teammate can do it themselves in the name of a loaded attack.

Hiruko talks about the invaders during the day 007 defensive battle in Hundred Line Last Defense Academy.

The best way to manage the fight is to use smart your special attacks and increased Hemoanima selection during the fight as your tension increases to everything over 100 percent. You can certainly store up to 300 percent voltage before it stops, so use it if necessary to perform powerful attacks (which stunning your teammate in the process) and clear through the first two waves of intruders.

While you will see any history -based dialogue between them, the first two waves are both over after you have handled each school trainer in the field, with some sacrificed teammates revived and all living team charges HP was restored between the two waves. You will have more, stronger enemies to meet in the other, but handle them quickly to move to the last boss of the fight.

Wave Three: Eito saves the team from the commander

Just when things start to look hopeless for the four teammates you used in the first two waves in the fight, caught in the master's connections when it arrives to back up the squad of intruders that you often fast in this defensive battle, Eito appears in uniform, his hemoana often, and from it, Eito joins the fight together with the rest of the gang.

Takumi talks about the war between Waves of the Day 007 battle in Hundred Line Last Defense Academy.

Eito is one Strong melee fighter When you first gain access to him on the day 007, with the move Assess at his disposal to deal with damage to three squares in front of himself on the field. In addition, with his passive skill special benefit, he has chance to get an extra attack or defense After taking a battle. If this does not give him a buff, he will simply get tired as a normal teammate would have consumed the AP in a fight.

During this phase of the struggle, the goal is simply to defeat the enemy commander To complete the wave and win the battle, which means you don't have To take out all school invituents next to the commander. That said, because you take out stronger intruders offer an extra attack point per death, you can use smart by chain together killing smaller enemies to keep up when you chain attacks together.

You may want to consider assigning roles in the earliest turns in this struggle, leaving some teammates to defend the barrier generator while others go offensively to start cutting away at the master's HP. You can Use Takumi and Darumi to handle minor intruders When they come against the barrier generator while Send Takumi, Hiruko and Eito against the commander Fighting it more directly, as they are your strongest and most direct offensive characters at the moment.

The introduction to finishing blows when they fight commanders in Hundred Line Last Defense Academy.

Again, keep an eye on your tension and use special attacks when necessary to deal with colossal damage to comparison with your usual features, but given that the stun prevents this teammate from performing an action on your next turn. When the master goes down, the fight ends no matter how many smaller intruders remain in the field when you win the fight.

Once you have defeated the commander you see a short scene that introduces Final grip Concept, which sees that one of your teammates handles the finishing to a commander after your team has won defensive battles and withdraw one of the enemy commanders. This time you can only choose Hiruko for storytelling purposes, but in every struggle past this one who sees your team defeat a commander you have to decide who is allowed to take the master's power by dealing with the final battle, ending the battle and paying out all the BP you earn by fighting.

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