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The Hundred Line -Last Defense Academy- Equipment Guide: Best Equipment Ranked

Complete The Hundred Line -Last Defense Academy- equipment guide. Every equipment option ranked with stats, best builds, and how to get them.

Researched and editorially reviewed. Updated .
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Too Kyo Games and Media.Vision released The Hundred Line -Last Defense Academy- on 24 April 2025 for Switch and PC, with Kazutaka Kodaka and Kotaro Uchikoshi writing and Aniplex publishing. Takumi Sumino is pulled out of the Tokyo Residential Complex into a school ringed by fire, where fifteen students form the Special Defense Unit and hold the building for 100 days against School Invaders. Story days alternate with grid based battles, and the choices you make across those days fork the run into 21 routes and just over 100 endings.

Your choice of equipment defines your damage output and playstyle. This guide ranks every major option, explains what makes each one strong, and tells you which builds they pair best with.

Equipment Rankings

EquipmentTierBest ForNotes
Hemoanima katanaSClearing lines of Invaders and opening on Enemy CommandersTakumi Sumino's blood drawn weapon, with wide horizontal and vertical sweeps that cover grouped enemies plus a single armour piercing attack that hits far harder.
Special MoveATurning a full Voltage meter into a cleared waveThe Voltage funded attack every student carries, generally splitting between wide clears and single target punches.
Boost HemoanimaASetting up a one turn kill on a hard targetSpends Voltage on a buff rather than an attack, with attack boosts being the most immediately useful.
Strategic MaterialBRounds where the squad needs an effect that attacking cannot provideThe fourth action available on the player phase alongside movement, Special Attacks and Boost Hemoanima.
Move AgainBRepositioning a fatigued front line unit without spending the shared poolA Voltage purchase that grants an extra action and clears fatigue on the unit taking it, which effectively adds AP to the current turn.

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S-Tier: Hemoanima katana

Takumi Sumino's blood drawn weapon, with wide horizontal and vertical sweeps that cover grouped enemies plus a single armour piercing attack that hits far harder. His movement sits around five to six tiles, so the reach of the sweeps compensates for average mobility.

AttributeDetail
TierS
Best ForClearing lines of Invaders and opening on Enemy Commanders
Key MechanicShared AP pool with rollover
Recommended BuildTakumi Sumino

How to get it: Available from mid-game onward. See our walkthrough for the exact progression point.

Best builds using Hemoanima katana: Pairs naturally with Takumi Sumino thanks to how their stat scaling lines up.


A-Tier: Special Move

The Voltage funded attack every student carries, generally splitting between wide clears and single target punches. Because Voltage caps at 300 percent within a battle, holding one back through an entire wave usually wastes more than it saves.

AttributeDetail
TierA
Best ForTurning a full Voltage meter into a cleared wave
Key MechanicVoltage meter capped at 300 percent
Recommended BuildHiruko Shizuhara

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Special Move: Pairs naturally with Hiruko Shizuhara thanks to how their stat scaling lines up.


A-Tier: Boost Hemoanima

Spends Voltage on a buff rather than an attack, with attack boosts being the most immediately useful. It is the correct spend when a commander is out of reach this turn but will be in reach next turn.

AttributeDetail
TierA
Best ForSetting up a one turn kill on a hard target
Key MechanicHemoanima Special Moves
Recommended BuildKarua Kashimiya

How to get it: Accessible in the early-to-mid game. Check our maps guide for the location.

Best builds using Boost Hemoanima: Pairs naturally with Karua Kashimiya thanks to how their stat scaling lines up.


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B-Tier: Strategic Material

The fourth action available on the player phase alongside movement, Special Attacks and Boost Hemoanima. It covers the consumable side of a battle rather than the raw damage side.

AttributeDetail
TierB
Best ForRounds where the squad needs an effect that attacking cannot provide
Key MechanicSchool shield defense objective
Recommended BuildDarumi Amemiya

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using Strategic Material: Pairs naturally with Darumi Amemiya thanks to how their stat scaling lines up.


B-Tier: Move Again

A Voltage purchase that grants an extra action and clears fatigue on the unit taking it, which effectively adds AP to the current turn. It is the cheapest way to fix a unit that ended the last enemy phase in the wrong place.

AttributeDetail
TierB
Best ForRepositioning a fatigued front line unit without spending the shared pool
Key MechanicExploration tiles and Fire Extinguisher levels
Recommended BuildEito Aotsuki

How to get it: Found in later areas. Our walkthrough covers when you can access this.

Best builds using Move Again: Pairs naturally with Eito Aotsuki thanks to how their stat scaling lines up.


Equipment Progression Path

The order you should acquire equipment as you progress:

  1. Starting gear → Enough to clear School area
  2. Special Move → Your first real upgrade, available early
  3. Boost Hemoanima → Mid-game upgrade with good scaling
  4. Hemoanima katana → Best-in-slot, aim for this by late game
  5. Upgrade to max → The power spike from max upgrades is enormous

Equipment Tips

  • Always upgrade your primary equipment before diversifying. One strong option beats three mediocre ones.
  • Match your equipment to your build's stat priorities for maximum scaling.
  • AP is a squad resource, not a per unit one. Ending a turn with points left over is a legitimate strategy because the leftovers roll forward, and a banked turn followed by a five action turn beats two average turns almost every time.
  • Check our tier list for how equipment rankings affect overall build effectiveness.

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