Elephant Gambit
At 1400–1799 Elo, theory ends around half-move 11. The move that leaves it is a mistake in 24% of cases, 3.4 times as often as a move inside it.
Where theory ends
Half-move at which a game leaves what at least 100 games played. Half of all games end between the two outer numbers.
- up to 139910half-movehalf of the games: 9 to 12
- 1400–179911half-movehalf of the games: 10 to 13
- 1800+12half-movehalf of the games: 11 to 15
How risky the exit is
Share of moves that lose at least 10 points of winning chances, in the same stretch of the game (half-moves 8 to 24).
up to 1399
- Inside theory11.1%
- The move that leaves it33.8%
- After it20.1%
3.0× the risk of a move inside theory
1400–1799
- Inside theory7.0%
- The move that leaves it24.1%
- After it14.9%
3.4× the risk of a move inside theory
1800+
- Inside theory4.5%
- The move that leaves it16.5%
- After it11.5%
3.6× the risk of a move inside theory
Most common mistakes inside theory
Moves the engine rates down although many players choose them. The last move of each line is the mistake, the loss is the mean in points of winning chances.
- 1. e4 e5 2. Nf3 d5 3. Nc318,037 played, 11.1 points lost
- 1. e4 e5 2. Nf3 d5 3. Bc45,877 played, 39.6 points lost
- 1. e4 e5 2. Nf3 d5 3. Nc3 d4 4. Nd52,836 played, 16.9 points lost
- 1. e4 e5 2. Nf3 d5 3. Bd32,604 played, 26.2 points lost
- 1. e4 d5 2. Nf3 e52,548 played, 14.3 points lost
- 1. e4 e5 2. Nf3 d5 3. Nxe5 Bd6 4. Nxf72,343 played, 19 points lost
Where does your theory end?
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Try it on your own gamesMore openings
Opening names from the Lichess opening database (CC0). A game belongs to the most specific named opening it reaches within 39 half-moves.