● Last updated · Next review · Game version: Global launch

Best Team Comps in Monster Hunter Outlanders

A team has 4 slots, and your Fated Adventurer takes one of them. Build the other three around the monster's weakness: one main damage dealer, one or two Adventurers who control or break parts, and a Support who heals or shields.

Free-to-play team

Built around the two Adventurers everyone gets for free: Fated Adventurer and Raya. The other two slots use SR Adventurers who join through the main story (not officially confirmed).

Fated Adventurer (Fire)
Main damage
Free from the start
Raya
Traps and suppression
Free from the start
Ouyang Varen
Water sub-damage
Free through the story (not officially confirmed)
Madelyn
Healing and Water buff
Free through the story (not officially confirmed)

Madelyn joins in the Chapter 1 quest Shadow of Venom, and Ouyang Varen after the Jyuratodus quests (not officially confirmed). If they have not unlocked for you, fill those slots with Pyro or Luka (both officially free through first-season quests) or any SR you already pulled.

Teams by element

Fire burst (strongest at launch)

  1. Midori
  2. Fated Adventurer (Fire)
  3. Raya
  4. Ryunosuke

Midori deals the damage, Raya sets traps and suppresses, Ryunosuke heals, buffs and grants status immunity.

  • Ryunosuke’s Ultimate raises the whole squad’s Fire damage and blocks ailments for 10 seconds, which lines up with Midori’s Fire burst.
  • Raya’s Ultimate suppresses the monster while her Buddy lays pitfall traps, and suppression is exactly what triggers Midori’s follow-up slash.
  • When Midori lands her Burst Skill, Ryunosuke’s Squadmate Skill heals the team, clears ailments and refills Ultimate energy.

Dragon pressure

  1. Pyro
  2. Keres
  3. Fated Adventurer (Dragon)
  4. Arkaya

Pyro and Keres stack Dragon damage, Arkaya’s big shields keep the team safer.

  • Keres’s Ultimate plants a bone spike that makes the monster take more Dragon damage for 30 seconds, more at the spike itself.
  • Pyro hits through attacks with Super Armor during his Ultimate, so he can stay on the spike without being knocked away.
  • Arkaya’s Ultimate shields the squad and raises affinity for 30 seconds, buying time for Pyro’s long charges.

Thunder

  1. Luka
  2. Luxheart
  3. Fated Adventurer (Thunder)
  4. Arkaya

Luka shoots from range, Luxheart dazes and opens weak spots, Arkaya shields.

  • Luxheart’s Ultimate dazes and suppresses the monster, and suppression triggers Luka’s heavy follow-up shot.
  • Luxheart deals 40% more Thunder damage while he has Heat, so both damage dealers share one element.
  • Luka’s pierce damage is best on heads, wings and tails, which are easier to hit while the monster is dazed.

Water

  1. Pepper
  2. Ouyang Varen
  3. Fated Adventurer (Water)
  4. Madelyn

Ranged damage on flying monsters from Pepper, with Madelyn healing.

  • When the main Adventurer lands a Burst Skill, Madelyn’s Squadmate Skill gives the squad 25% more Water damage for 15 seconds.
  • Pepper’s Ultimate paralyses and suppresses the monster, which sets up Ouyang Varen’s heavy follow-up hit.
  • Madelyn’s Ultimate heals everyone in a large area and keeps healing for 10 seconds.

Ice

  1. Rhodes
  2. Fated Adventurer (Ice)
  3. Pepper
  4. Madelyn

Rhodes stuns, the last two slots flex to the monster’s weakness.

  • Rhodes’s Skating charged attacks deal 20% more Ice damage, and as a Hammer user he is the team’s source of stuns.
  • Pepper’s Ultimate suppresses the monster, which triggers Rhodes’s heavy blunt follow-up.
  • Madelyn keeps the team topped up while Rhodes looks for head access.

Safe first clear

  1. Fated Adventurer (Lance)
  2. Arkaya
  3. Madelyn
  4. any damage dealer

A defensive setup for learning a new monster: a Lance anchor, a shielder and a healer.

  • Two layers of protection: Arkaya’s squad shield and Madelyn’s area heal over time.
  • A Lance user can block attacks that would cart a lighter weapon, which gives you time to learn the monster’s moves.

Team lists are based on launch-day guides. Swap in whoever you own from the tier list in the same role.

The skill effects behind the “why it works” notes come from launch-week guides (not officially confirmed).

How Squadmate Skills chain together

Every Adventurer who is not the one you control acts as a squadmate, and each squadmate has a Squadmate Skill that fires automatically when something specific happens. Building a team around those triggers is the easiest way to get more out of the same four Adventurers. There are three kinds of trigger (not officially confirmed):

A simple rule: put one or two squadmates whose trigger matches how your main Adventurer plays, and at least one Ultimate that suppresses so the follow-up hitters get to swing.

How to build your own team

Official sources

Facts on this page were checked against these official sources on Oct 30, 2026. Where they cover something, the official information wins. Tiers and anything they do not cover come from our comparison of launch-week guides.

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