Why team comp matters
The Finals is a 3v3v3v3 cashout game. Unlike pure deathmatch games where individual skill dominates, The Finals rewards team synergy. A well-coordinated HHL team will consistently beat three uncoordinated players running random classes, even if the individuals are mechanically stronger.
Understanding which compositions work, why they work, and how to play them correctly is one of the highest-leverage improvements you can make to your ranked performance.
Best team compositions in Season 10
HHL — 2× Heavy + 1× Light
The most aggressive composition in the current meta. Two Heavies provide enormous sustained damage and durability, while the Light handles flanking, disruption, and Glitch Grenades. This comp dominates cashout fights because the double Heavy bulk makes it nearly impossible to push off a held position.
| Strengths | Weaknesses |
|---|---|
| Dominant cashout control | No dedicated Medium — relies on Light's Heal gadget |
| Extremely hard to push | Vulnerable to sustained ranged fire |
| High burst damage combo | Light must be coordinated |
How to play HHL: Heavies anchor the cashout with Lewis Gun + SA1216. Light runs Cloak with M11 to flank and disrupt. The Light's Heal gadget provides backup sustain when needed. When a team tries to push, both Heavies focus fire while the Light hits them from behind.
HML — 1× Heavy + 1× Medium + 1× Light
The most versatile and balanced composition. Heavy anchors and tanks, Medium heals and revives, Light disrupts and flanks. This comp can adapt to any situation — switch from aggressive to defensive mid-match without changing class.
| Strengths | Weaknesses |
|---|---|
| Flexible — works in any situation | Jack of all trades, master of none |
| Self-sustaining with Heal Beam | Requires good coordination |
| Best for ranked solo queue | Less raw power than HHL |
How to play HML: Heavy takes fights up front with Winch Claw. Medium stays close with Heal Beam active. Light identifies the enemy Medium first and Glitch Grenades them before the Heavy engages.
HLL — 1× Heavy + 2× Light
High-risk, high-reward. Two Lights create constant pressure from multiple angles that enemies struggle to track, while the Heavy provides an anchor and absorbs damage. Both Lights carry the Heal gadget to cover each other — it's not as strong as a full Medium support but keeps the comp alive. When it works, this comp overwhelms teams before they can coordinate a response.
| Strengths | Weaknesses |
|---|---|
| Chaos — hard to defend against | No dedicated Medium — Lights use Heal gadget to cover each other |
| Best cashout steal comp | Falls apart if Lights die early |
| Lights can cover each other | Requires high mechanical skill |
Which comp should you run?
For most ranked players, HML is the safest choice — especially in solo queue where coordination is unreliable. The Heal Beam alone wins more fights than any other single element in the game.
If you're queuing with a coordinated stack, HHL is the highest ceiling comp in the current meta. Coordinated double Heavy is very hard to counter without a specific counter-comp.
HLL is best for cashout stealing — late-game runs where you need to come in fresh and steal a cashout from two depleted teams.
Want to climb with the right comp?
Our Selfplay boosting pairs you with two expert players running optimal compositions.