Squad Composition — building a fireteam that covers itself
Four seats, six classes, three enemy factions. This guide builds compositions from documented class identities (official site; G2A) and official enemy counters — not tier-list vibes.
Why composition matters more in the sequel
Squads grew from three Marines to four (Wikipedia), and the official site pitches "five unique classes… plus a new Specialist endgame class" (official site). The fourth seat means you no longer have to choose between healing and a second damage role — you can have both, plus a flex.
The role checklist
A functional squad covers four jobs, and the class lineup maps onto them cleanly (class identities per the class database and G2A):
| Job | Classes that fill it | Why it exists |
|---|---|---|
| Sustain | Medic | Wipes come from attrition; healing converts bad fights into slow wins |
| Area damage | Marauder | Wave-clear and armored targets like Crushers |
| Point damage | Hunter, Duelist | Priority kills — Sirens die faster with a dedicated shooter |
| Control / tech | Machinist | Area denial against swarm paths and vent lanes |
Three documented-fact comps
Balanced (learning team): Medic + Marauder + Hunter + Machinist — every checklist job filled; the safest way to learn Intense.
Double DPS (coordinated team): Medic + Marauder + Hunter + Duelist — trades control for kill speed; demands target-priority discipline since nobody hard-controls the swarm.
Horde wall: see Horde squad builds for wave-defense comps built around sustain and area denial.
Counter-composition by enemy mix
Heavy synthetic presence (Wardens, riot shields) rewards multi-angle pressure (G2A) — mobile classes earn their seat. Heavy hive presence rewards area denial and splash. Mixed fights reward balance. Check the mission's enemy factions in the bestiary before locking in.
Sources: official site, Wikipedia, G2A — class & squad guide.