Team composition lab

The team sets that win together

Complete civilization compositions ranked on each key map. Results are corrected for the two teams' Elo difference and conservative about small samples.

Last 90 daysData through Jul 18, 2026Canonical map names
Interactive team builder

Build your composition

Pick a civilization, then add the best-performing partners suggested from complete recent teams. Switch between 2v2, 3v3 and 4v4 above.

Civilization 1
Civilization 2

Choose the first civilization

The next picks will be ranked from the winrates of every compatible complete team in the last 90 days.

Arabia · 2v2

Best complete compositions

Best is not raw winrate: the ranking uses Elo-adjusted performance and the lower bound of a 95% confidence interval.

RankComplete teamGamesAdjusted WRRaw WRSynergy
All civilization team bonusesSearch the complete list of 53 ranked civilizations.
Armenians

Armenians

Infantry +2 line of sight

Aztecs

Aztecs

Relics generate +33% gold

Bengalis

Bengalis

Trade Units generate +10% food in addition to gold

Berbers

Berbers

Genitour available at the Archery Range starting in Castle Age

Bohemians

Bohemians

Markets work +80% faster

Britons

Britons

Archery Ranges work +10% faster

Bulgarians

Bulgarians

Blacksmiths work +80% faster

Burgundians

Burgundians

Relics generate food in addition to gold

Burmese

Burmese

Relics visible on the map at the start of the game

Byzantines

Byzantines

Monks heal +100% faster

Celts

Celts

Siege Workshops work +20% faster

Chinese

Chinese

Farms +10% food

Cumans

Cumans

Palisade Walls +33% HP

Dravidians

Dravidians

Docks provide +5 population space

Ethiopians

Ethiopians

Outposts +3 line of sight and cost no stone

Franks

Franks

Knight-line +2 line of sight

Georgians

Georgians

Building repairs cost -25%

Goths

Goths

Barracks work +20% faster

Gurjaras

Gurjaras

Camel and Elephant Units train +25% faster

Huns

Huns

Stables work +20% faster

Incas

Incas

Start with a free Llama

Hindustanis

Hindustanis

Scout Cavalry-line and Camel Units +2 attack vs. buildings

Italians

Italians

Condottiero available at the Barracks in Imperial Age

Japanese

Japanese

Galley-line +4 line of sight

Khmer

Khmer

Scorpions +1 range

Koreans

Koreans

Villagers +3 line of sight

Lithuanians

Lithuanians

Monasteries work +20% faster

Magyars

Magyars

Mounted Archers train +25% faster

Malay

Malay

Docks +6 line of sight

Malians

Malians

Universities work +80% faster

Mayans

Mayans

Walls cost -50%

Mongols

Mongols

Scout Cavalry-line +2 line of sight

Persians

Persians

Knight-line +2 attack vs. Ranged Soldiers

Poles

Poles

Scout Cavalry-line +1 attack vs. Ranged Soldiers

Portuguese

Portuguese

Technologies research +25% faster

Romans

Romans

Scorpions minimum range reduced

Saracens

Saracens

Foot Archers and Skirmishers +2 attack vs. buildings

Sicilians

Sicilians

Transport Ships +5 line of sight and cost -50%

Slavs

Slavs

Military buildings (except Castles) provide +5 population space

Spanish

Spanish

Trade Units generate +25% gold

Tatars

Tatars

Mounted Archers +2 line of sight

Teutons

Teutons

Units more resistant to conversion

Turks

Turks

Gunpowder Units train +25% faster

Vietnamese

Vietnamese

Imperial Skirmisher upgrade available in Imperial Age

Vikings

Vikings

Docks cost -15%

Shu

Shu

Foot Archers +2 line of sight

Wu

Wu

Houses built +100% faster

Wei

Wei

Cavalry +2 attack vs. Siege Weapons

Jurchens

Jurchens

Gunpowder Units +2 line of sight

Khitans

Khitans

Infantry +2 attack vs. Ranged Soldiers

Muisca

Muisca

Natural gold sources last +15% longer

Mapuche

Mapuche

Spearman-line and Skirmishers +2 line of sight

Tupi

Tupi

Towers and Castles provide +10 population space

One row is one full team

A 4v4 composition is evaluated as four civilizations together. Individual player rows never inflate the sample.

Opponent strength is removed

Every result is compared with the win probability implied by the two teams' average pre-game Elo.

Small samples stay down

A Wilson confidence bound prevents a lucky 8–0 composition from automatically beating a robust result across hundreds of games.