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For improvers4 min read

Theory is a safety net

In theory, a move at 1400–1599 Elo is a mistake only 4% of the time. The move that leaves it is, 15%. The jump is there at every level, from 3.6 to 7.7 times.

Mistake rate by half-move, rating 1400–1599
  • in theory
  • leaves theory
  • later in the game
0%5%10%15%20%4812162024Half-move of the game

What the numbers show

  • In theory, moves are rarely mistakes, 4.0% at 1400–1599 Elo. On the move that leaves it, it is 15.2%, 3.8 times as much.
  • The jump is largest for the strongest players: from 0.7% to 5.4%, 7.7 times.
  • Against later moves of the same stretch of the game, the exit is 1.36 times as risky up to 999 Elo, 1.16 at 1400–1599 and 0.89 from 2200. So for strong players the exit is no riskier than other moves outside theory: they lose the net, not the single move.
  • The exception is a very early exit by strong players: from 2200 Elo, an exit at half-move 6 is a mistake in 8.9% of cases, at half-move 14 in 5.1%.
  • What many players choose is usually tested. The numbers do not say that leaving theory causes the mistake, only that this is where the risk starts.
How much riskier is the exit than a move in theory?

Mistake rate of the move that leaves theory divided by the mistake rate of a move in theory, in the same stretch of the game.

Mistake rate by state of theory, half-moves 8 to 24
Ratingin theoryleaves itfirst move afterlater
up to 9997.9%28.6%19.3%21.0%
1000–11996.2%22.2%14.8%17.3%
1200–13995.0%18.3%12.2%15.0%
1400–15994.0%15.2%10.2%13.1%
1600–17993.1%12.5%8.5%11.3%
1800–19992.2%10.3%7.0%9.6%
2000–21991.4%8.1%5.6%8.1%
2200+0.7%5.4%3.9%6.1%

Does it always hold?

How much riskier the exit is, month by month
  • up to 999
  • 1400–1599
  • 2200+
0×2×4×6×8×10×JanFebMarAprMayJunJulAugMonth of 2026
The same at other thresholds: mistake rate in theory, on the exit and later
RatingLoss fromin theoryleaves itlater
up to 999615.4%43.4%31.7%
up to 999107.9%28.6%21.0%
up to 999202.5%13.1%9.6%
up to 999300.8%6.4%5.0%
1400–159969.1%28.2%23.1%
1400–1599104.0%15.2%13.1%
1400–1599200.9%5.2%4.5%
1400–1599300.3%2.1%1.9%
2200+62.2%13.5%13.3%
2200+100.7%5.4%6.1%
2200+200.1%1.4%1.4%
2200+300.0%0.5%0.5%
The same at every time control
RatingTime controlin theoryleaves itFactor
up to 999Bullet6.8%26.9%3.9×
up to 999Blitz7.4%26.5%3.6×
up to 999Rapid8.9%31.6%3.5×
up to 999Classical9.1%34.4%3.8×
1400–1599Bullet4.0%16.8%4.2×
1400–1599Blitz3.7%13.9%3.8×
1400–1599Rapid4.4%15.9%3.6×
1400–1599Classical4.8%17.6%3.7×
2200+Bullet1.4%8.7%6.3×
2200+Blitz0.5%4.0%8.3×
2200+Rapid0.6%4.5%7.2×
2200+Classical0.5%3.1%6.6×

Half-moves 8 to 24, loss of 10 points or more.

Questions

What is the end of theory?
The first position of a game that appeared in fewer than 100 games of the study at that half-move. Before it, the crowd plays known moves.
Why the same stretch of the game?
Mistakes get more common as a game goes on. Comparing moves from different stretches mostly measures the phase of the game. All numbers here are for half-moves 8 to 24.
What to do with it?
If you know where your theory ends, you know where the risk starts. That is where practice pays, especially for moves that keep coming back.

Sources

  1. [1]E. B. Wilson (1927): Probable inference, the law of succession, and statistical inference. Journal of the American Statistical Association 22(158), pp. 209–212, doi:10.1080/01621459.1927.10502953. jstor.org/stable/2276774 (accessed 2 October 2026).

Data: public Lichess games from January to August 2026, 74.2 million games with an engine rating. A mistake costs at least 10 points of winning chances. Lichess analysed these games on request, so they are not a random sample of all games. Groups by the rating of the player who moves, ranges are 95 percent Wilson intervals [1].

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