Core goal: build a 4-person squad (you plus 3 Adventurers) that covers Assault, Disruptor, and Support so hunts stay short, monsters stay locked down, and your team does not cart. Developers and beta testers keep repeating the same thing: squad composition matters more than any single weapon once hunts get hard. The Fated Adventurer (your custom hunter) is the only one who can switch all three classes and every weapon. Named Adventurers are locked to one class and one weapon. Match each Adventurer's class to the matching Buddy type.

1What Each Class Actually Does

Assault
Raw damage and burst
Ultimates are big hits and knockdowns. Palico Buddy.
Disruptor
Crowd control and debuffs
Staggers, slows, defense and elemental shred. Ultimates lock the monster or apply long debuffs. Rutaco Buddy (gadgets, traps, cannons).
Support
Heals and team buffs
Heals, attack buffs, rescue, and team-wide utility. Ultimates heal and buff the whole squad. Trillan Buddy (songs and party heals).
Ultimate chain players keep mentioning: Disruptor Ult, then extra charge to Support Ult, then extra charge to Assault Ult. Using them in that order keeps the whole team's big buttons coming up faster.

2How to Set the Squad Right Now

3Key Decision Points

One weapon only
Fated Adventurer keeps it
Keep that weapon on the Fated Adventurer and let the named characters cover the other two roles. Do not force three of the same class.
Hard or Radiant hunts
Prioritize Disruptor and Support
A Disruptor who can interrupt plus a Support who can rescue. Pure DPS squads die to one missed dodge.
Gacha and story unlocks
Use free SR Adventurers first
Early story gives you free SR Adventurers (often one of each role). Use those first, do not wait for a specific SSR if the role is empty.

Common Mistakes

Bottom line: one Assault, one Disruptor, one Support, matching Buddies, chain the ultimates. That is the squad structure that keeps hunts short and carts low.