Everyone is finally in the lobby. Then somebody spots three strong players on the same team, two friends refuse to split, and the ready check turns into a negotiation.
Start with a shared rating mode and aim for close team averages. Then check the people behind those numbers. A small Elo gap is useful, but it cannot account for everything that happens after the game starts.
Agree on the rating before moving players
Decide whether the group is using RM Team, RM 1v1, or Lobby Rating.
Avoid taking whichever number makes each player look strongest or weakest. A consistent comparison is easier to explain, and it keeps the discussion from turning into an argument over cherry-picked stats.
If someone has no rating in that mode, ask about their experience. You can agree on a manual arrangement, but don't silently count them as zero.
See what one swap changes
Take this example using six players rated in the same mode:
| Team | Players | Average |
|---|---|---|
| Original Team 1 | 1,600 / 1,400 / 1,200 | 1,400 |
| Original Team 2 | 1,500 / 1,300 / 1,100 | 1,300 |
The gap is 100 Elo. Swap the 1,400 player with the 1,300 player:
| Team | Players | Average |
|---|---|---|
| Revised Team 1 | 1,600 / 1,300 / 1,200 | About 1,367 |
| Revised Team 2 | 1,500 / 1,400 / 1,100 | About 1,333 |
Now the gap is about 33 Elo. Both teams keep three players, and a single move improves the numerical balance.
This is an illustrative calculation, not a prediction of who wins. A 33-point average gap does not translate into a guaranteed close match.
Use the team suggestion to skip the arithmetic
In the AoE Fans lobby browser:
- Select the rating mode your group agreed to use.
- Expand the lobby to inspect the player list.
- Click Suggest balanced teams.
- Check the proposed rosters and averages.
- Use Copy teams for chat to share the arrangement.
- Set the actual teams inside the game.
The current tool compares possible splits of the human players and looks for the smallest average-rating difference. Every human player needs a rating in the selected mode. With an odd player count, the two suggested sides differ in size, so fill the last spot if you want an even-team match.
The site proposes the arrangement. It doesn't move players inside your game.
Make room for the things Elo misses
Two equally rated groups can have very different experiences on the chosen map.
Ask whether somebody is learning the map, whether the friends on one side routinely coordinate, and whether your group wants a serious match or a relaxed one. If keeping friends together matters, start with that agreement and work around it manually.
Also check for extreme individual gaps. Equal averages can hide a very strong player paired with a much newer teammate. That arrangement may be mathematically tidy and still leave the newer player having a rough evening.
Don't spend ten minutes chasing one point
If the teams look reasonable and everyone agrees, play. Afterwards, discuss whether a swap would make the rematch better.
The useful goal is a group willing to play another game together. Close averages, honest expectations, and a quick adjustment between games usually serve that goal better than treating the calculator as the final authority.