Not sure, since I haven't jumped online yet, but that's pretty much the team comp I use for single-player. Perpetual barriers, healing, and shot buffs brought on by repeat cards with low cost, including pet cards. Additionally, stacking a single character's deck full of one type of card helps to ensure that you are never betrayed by RNG so that your team is stuck without the card it needs, as all team buffs cards should always be in rotation all the time.
KAFURU (Dual Guns) Luka, Kagura, Hanzo
[Kafuru 5 - Self] [Kafuru 4 - Self] [Kafuru 3 - Self] [Kafuru 2 - Self] [Ryoki 5 - Self] [Ryoki 4 - Self]
HOMURA (Shotgun) Luka, Kagura, Hanzo
[Kafuru 5 - Team] [Kafuru 4 - Team] [Ryobi 5 - Team] [Ryobi 4 - Team] [Ryoki 5 - Self] [Ryoki 4 -Self]
IKARUGA (Sniper Rifle) Luka, Kagura, Hanzo
[Ryoki 5 - Team] [Ryoki 4 - Team] [Ryoki 4 - Team] [Ryoki 3 - Team] [Ryoki 3 - Team] [Ryoki 5 - Self]
MINORI (Rocket Launcher) Luka, Kagura, Hanzo
[Minori 5 - Team] [Minori 4 - Team] [Minori 3 - Team] [Ryoki 4 - Team] [Ryoki 4 - Team] [Minori 5 - Self]
The plan is to make the 5th member a de-buff spammer (Kagura cards), probably wielding the minigun. Frankly, the team is already pretty damn auto-pilot.
Refresher on card functions:
Kafuru cards: Faster reload speeds
Ryoki cards: Mobile barrier
Ryboi cards: Higher shot damage
Minori: Healing
Kagura: Lowers enemy shot and melee damage
Luka: Tracking rapid-fire machinegun
Kagura: Mobile barrier
Hanzo: Self-healing