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Report for FifiPunkach · 100 rapid games analyzed

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Blunder rate
1.6
per game
Mistake rate
1.9
per game
Worst phase
Middlegame
most blunders here
Time pressure
2%
of blunders under 30 s
Accuracy (ACPL)
58
avg centipawns lost / move

Your chess.com profile

Official rating
1622
rapid
Best rating
1783
rapid
Games played
539
rapid
Puzzle rating
2007
highest reached
Puzzle Rush best
25

Official record in rapid

Puzzles vs. games

A puzzle rating well above your game rating means the calculation is there — it just isn't surviving real games yet.

Your rating, game by game

Your coach's read

Your ACPL went from 62 to 58 and your blunders from 1.9 to 1.6: the accuracy goals from your previous report are on track. Time pressure is also better handled, with a marked drop in ACPL under time trouble from 140 to 96. However, the early-castling goal is still missed: 37 games still show a central king at move 15, and 5 losses allowed a direct mate. Your king safety and tactical vigilance remain your top priorities. The second problem is converting your advantages: only 25 out of 53 winning games were turned into a win, all of it undercut by a silent drift in the middlegame of 25 cp per quiet move.

Phase Breakdown

Phase Blunders Mistakes Inaccuracies Moves
Opening 15 40 65 1446
Middlegame 90 103 161 1599
Endgame 54 45 52 1038

Costliest Moments

The exact moves that threw away the most — your biggest single leaks.

Move 36 · black played Qgf5 missed mate in 13 view game ↗
Move 32 · black played Rc4 allowed mate in 1 view game ↗
Move 60 · black played g1=Q allowed mate in 1 view game ↗
Move 24 · black played Rc5 allowed mate in 4 view game ↗
Move 59 · black played Kf1 allowed mate in 1 view game ↗

The move that flipped the game

For each lost game, the exact move after which the eval never recovered — not always the biggest blunder. This is the move to understand.

Defeat sealed Game 1, move 8 played Ng6 · after 5 s of thought +1.0 → -1.6 view game ↗
Defeat sealed Game 4, move 19 played Qc6 · after 9 s of thought +0.0 → -2.8 view game ↗
Defeat sealed Game 5, move 17 played Qe8 · after 88 s of thought +1.9 → -2.1 view game ↗
Win let slip Game 5, move 14 played c6 · after 30 s of thought +2.4 → +0.0 view game ↗
Defeat sealed Game 9, move 57 played g3 · after 1 s of thought -1.0 → -1.8 view game ↗
Defeat sealed Game 11, move 58 played Kg8 · after 0 s of thought +3.1 → -4.3 view game ↗
Win let slip Game 11, move 21 played Rf8 · after 8 s of thought +3.5 → +0.8 view game ↗
Defeat sealed Game 12, move 11 played Qb3 · after 14 s of thought +0.2 → -1.5 view game ↗

What each move gives away

Distribution of your moves by centipawns lost — the tall left bars are your solid moves, the right tail is what reports like this one exist for.

The clock effect

3.5% of your moves were played with under 30 s on the clock.

Your clock

How long you actually think, move by move — rebuilt from the clock timestamps of your games. A blunder played in 3 seconds and a blunder played after 2 minutes are two different problems.

Moves played in under 5 s
48%
of your moves
Blunders on snap moves
48/159
under 5 s of thought
Blunders after a long think
33/159
30 s or more of thought
Longest think
190 s
game 61, move 11

Where your clock goes

Share of your total thinking time spent in each phase. Burning the clock in the opening means playing the moves that decide the game on fumes.

Opening 35%
Middlegame 53%
Endgame 12%

Your opponents' gifts

Every time an opponent's mistake handed you 1.5+ pawns of eval — and whether you kept the gift or gave it back within three moves.

Gifts received
185
 
Gifts converted
62/185
 
Biggest gift wasted
996.6
pawns · game 15, move 34

Games Analyzed

L FifiPunkach vs oooabolfazlooo 0-1
W florinanghelache vs FifiPunkach 0-1
W FifiPunkach vs PANKAJJAINGUPTA 1-0
L hustlemann2024 vs FifiPunkach 1-0
L GretaWasHere284 vs FifiPunkach 1-0
W FifiPunkach vs Chempion53 1-0
W KownBweddd1 vs FifiPunkach 0-1
W FifiPunkach vs dsxjs 1-0
L FifiPunkach vs zake_59 0-1
W FifiPunkach vs YounusSayed10 1-0
L sektiutomo7 vs FifiPunkach 1-0
L FifiPunkach vs Poe_Poe44 0-1
W amargozali vs FifiPunkach 0-1
L FifiPunkach vs febri-eien 0-1
L giovaniizcak vs FifiPunkach 1-0
L FifiPunkach vs Artur-Tigranyan 0-1
W datbiolaguy vs FifiPunkach 0-1
L Seicco vs FifiPunkach 1-0
W FifiPunkach vs Bismook 1-0
L Juancarbendo02 vs FifiPunkach 1-0
L FifiPunkach vs BackwardmanX 0-1
W PinguinGi vs FifiPunkach 0-1
L gerardlarooy vs FifiPunkach 1-0
W FifiPunkach vs felipon53 1-0
W FifiPunkach vs BesimShabanaj 1-0
D FifiPunkach vs Lewliett ½-½
W gokusupersayaingod vs FifiPunkach 0-1
L buster24 vs FifiPunkach 1-0
W Newplayer1248 vs FifiPunkach 0-1
W FifiPunkach vs eljobe 1-0
W Skaille vs FifiPunkach 0-1
W FifiPunkach vs ISeriouslyDoubtThat 1-0
W Mother-North vs FifiPunkach 0-1
W Ebrahimfahmy22 vs FifiPunkach 0-1
L FifiPunkach vs Korabi04321 0-1
W FifiPunkach vs parthaprotimmondal 1-0
L 1984hamed vs FifiPunkach 1-0
L FifiPunkach vs Spoderman_7 0-1
L amaraa20040404 vs FifiPunkach 1-0
L FifiPunkach vs Alaa_Abolila 0-1
L FifiPunkach vs ksharma377 0-1
D buni1985 vs FifiPunkach ½-½
L Erickandjerry123 vs FifiPunkach 1-0
W FifiPunkach vs laredowest77 1-0
W FifiPunkach vs DSzeto1 1-0
W gev15121980 vs FifiPunkach 0-1
L FifiPunkach vs MAXGR 0-1
L FifiPunkach vs Detlef709 0-1
L HS_Rajput_OP vs FifiPunkach 1-0
W Karthi2795 vs FifiPunkach 0-1
W FifiPunkach vs maxims70 1-0
W RKOsho vs FifiPunkach 0-1
W FifiPunkach vs Anggo123 1-0
W FifiPunkach vs xChiefHope 1-0
L pescadoruno vs FifiPunkach 1-0
L retroying vs FifiPunkach 1-0
W FifiPunkach vs guga-5008 1-0
W Jean_Coulou vs FifiPunkach 0-1
W FifiPunkach vs Jean_Coulou 1-0
W Jean_Coulou vs FifiPunkach 0-1
L belwe vs FifiPunkach 1-0
L nounouss95 vs FifiPunkach 1-0
D FifiPunkach vs Mugadhan ½-½
W sdavis3rd vs FifiPunkach 0-1
W bird_brained vs FifiPunkach 0-1
L FifiPunkach vs 29_black_shadow 0-1
W lvjazz vs FifiPunkach 0-1
W FifiPunkach vs Leggs3 1-0
L FifiPunkach vs HABAGATAMIHAN 0-1
W kaban777288 vs FifiPunkach 0-1
W FifiPunkach vs Zombie-Classical 1-0
L FifiPunkach vs DomenicoAngelone 0-1
L kaibadouang vs FifiPunkach 1-0
W anhphung1978 vs FifiPunkach 0-1
L FifiPunkach vs ChessPlayer113647 0-1
W Greykavi vs FifiPunkach 0-1
L Faridh1991 vs FifiPunkach 1-0
W FifiPunkach vs piksi1234 1-0
W chessmnkr vs FifiPunkach 0-1
L FifiPunkach vs unyolestrada0973 0-1
L 0104Drmr vs FifiPunkach 1-0
D FifiPunkach vs 5_Bg2 ½-½
L Douglas42il vs FifiPunkach 1-0
L plapla1234567890 vs FifiPunkach 1-0
L FifiPunkach vs Ahmed-alanber 0-1
W FifiPunkach vs TruongNguyen12022024 1-0
L JeanValjean64 vs FifiPunkach 1-0
L AndreyGushchinn vs FifiPunkach 1-0
L FifiPunkach vs Celino_meyer 0-1
L skyymsk vs FifiPunkach 1-0
L FifiPunkach vs MITSAKOSSSSSS 0-1
L i_lama vs FifiPunkach 1-0
W FifiPunkach vs InterStar13 1-0
W FifiPunkach vs o-oh3 1-0
L RenPap vs FifiPunkach 1-0
W FifiPunkach vs njroncz 1-0
W mosesstp vs FifiPunkach 0-1
W FifiPunkach vs TogapHutahaean 1-0
L ERICKSSONT1 vs FifiPunkach 1-0
W FifiPunkach vs Square623 1-0

White vs Black

The same player is often two different players depending on the color. Your score, accuracy and blunders with each color.

Against stronger and weaker players

Your results split by opponent strength (from the game headers). Playing scared against stronger players and relaxing against weaker ones are both measurable — and fixable.

Performance rating
1601
over 100 rated games
Opponents Games W/D/L ACPL Blunders/game
Stronger (+50 Elo) 2 1/0/1 60 1.5
Similar (±50) 95 45/4/46 59 1.6
Weaker (−50 Elo) 3 3/0/0 40 0.7

Your openings

The openings from this sample, with your score in each.

Where you leave theory

For each opening you repeat, the first move that loses 50+ centipawns — the point where your knowledge ends and the bleeding starts.

Opening Games deviating Median move Avg cost (cp)
Scandinavian Defense Mieses Kotrc Main Line 5/11 9 110 game 2, move 10 · game 28, move 11
Queens Pawn Opening Zukertort Variation 3/6 8 137 game 1, move 8 · game 10, move 11
London System 2/6 10 92 game 21, move 11 · game 45, move 8
Queens Pawn Opening Krause Variation 4/6 9 86 game 19, move 9 · game 48, move 11
Englund Gambit 2/5 9 266 game 80, move 7 · game 85, move 11

How your games end

The way a game ends is a diagnosis of its own — losses on time and losses by checkmate call for different work.

Streaks and tilt

How your results chain together. If your win rate collapses right after a loss, the problem isn't your chess — it's clicking "new game" too soon.

Longest win streak
6
games
Longest losing streak
6
games
Win rate after a win
51%
of 49 games
Win rate after a loss
48%
of 46 games

Your sessions

Games starting less than an hour apart count as one session. If your play collapses from game 3 of a session onward, the cheapest rating points are in a stop rule, not in more study.

Sessions
25
 
Games per session
4.0
 
Longest session
14
8W/0D/6L
Games 1–2 of a session
64
ACPL · 19W/25L
Games 3 and beyond
52
ACPL · 30W/22L

Your endgames

The endgames you actually reached, typed by material — with your accuracy in each. "Work on endgames" is vague; "work on rook endings" is a plan. 63 games reached an endgame.

Type Games W/D/L ACPL
Queen endings 34 11/2/21 130
Mixed material 21 9/1/11 96
Rook endings 5 3/1/1 102
Minor-piece endings 2 1/0/1 114
Pawn endings 1 1/0/0 0
01Tactics

Your tactical stats are excellent (2007) but they don't transfer enough into your games. The #1 flagged weakness is leaving pieces undefended, but the real cost comes from allowed mates: four moves among the worst examples concede a direct or forced mate, including a mate in 1 (Game 92, move 32) and a mate in 4 (Game 84, move 24). With 48 blunders played in under 5 seconds across the sample, the main cause isn't a lack of calculation but a discipline failure: you play before checking the opponent's threats. The turning-point moves are telling: Game 1, move 8 (played in 5s) and Game 4, move 19 (played in 9s) sealed your losses on instant blunders. The top priority is reinstating a pre-move checking routine to stop giving away material or missing checkmates.

Allowed mate (king safety)

An allowed mate means you didn't evaluate the opponent's forcing threats before playing your move. At club level, allowing a mate in 1 or in 4 isn't a calculation-depth problem, it's a lapse in attention: your focus stays on your own plan and ignores what the opponent can do. The move looks logical because it pursues your initiative, but it's objectively insufficient because it neglects a direct threat to your king.

How to spot it: Before every move, systematically ask yourself: 'If I play this, what's my opponent's most aggressive reply?' Start by listing all his checks and captures. If his next move can touch your king, calculate that line before committing to your move.

Game 92, move 32: you play Rc4 instead of Kh7, allowing a mate in 1. ↗
Undefended pieces

The report flags this as your most frequent tactical problem. A piece left undefended isn't always capturable right away, but it becomes a target as soon as the opponent creates a double threat or opens a line. The move looks logical because you're activating a piece or attacking a point, but it's insufficient if that piece is no longer protected once the move is played.

How to spot it: After picking your move, scan all your pieces: is each one still protected by a pawn or piece? If a piece becomes hanging or exposed to a fork, look for another square or add a defender before committing.

Game 84, move 24: you play Rc5 instead of Ree8, and the opponent capitalizes with a mate in 4. ↗
Snap-time blunders (pre-move discipline)

48 of your 159 blunders are played in under 5 seconds. These moves look logical because they follow an immediate instinct, but they're insufficient because no check was done. This isn't a calculation-ability problem, it's a method problem: you play on autopilot on positions that needed a pause.

How to spot it: If your first reflex is to play an immediate move, force yourself to wait 3 extra seconds to check your piece safety and the opponent's threats. This micro-pause is enough to eliminate most snap blunders.

Game 1, move 8: you play Ng6 in 5s, the eval drops from +1.0 to -1.6 and the loss is sealed. ↗

Measured strategic profile

Board features measured across your middlegames — you against your opponents, each row on its own scale. The gaps here are the strategic story behind the eval swings.

Castled
92/100
avg. at move 13.1
King central at move 15
37
games
Winning positions converted
38/53
games
Lost positions saved
14/58
games
Bishop pair held
22%
vs 17% for opponents

The silent leak

Centipawns bled per quiet move, blunders excluded. High bleed with few blunders means the plan — not the calculation — is what costs you.

02Strategy

Your measured profile shows that your average mobility (26.2) and space (9.7) are nearly identical to your opponents' (26.2 and 9.5). The most notable strategic imbalance isn't there, it's in castling timing and a silent positional drift. You castled in 92 of 100 games, which is fine, but 37 times your king was still central at move 15. Your middlegame positional drift is 25 cp per quiet move: that's not a blunder, it's a slow leak, a sign you don't have a clear plan once theory ends. The anchor games confirm it: game 1 (mobility -15), game 2 (mobility -16), game 6 (mobility -11) show that as soon as you leave theory, your pieces lose coordination against a better-organized opponent.

King safety and castling timing

37 games with a king still central at move 15 means 37 times you exposed your king to tactical attacks and limited your rooks' activity. Your average pawn shield of 2.3 is good, but it's worthless if the king isn't tucked away. This imbalance costs points because it invites the opponent to open the center or launch an attack while your king is exposed.

The plan: Set an absolute rule: castle before move 12, except in rare cases where a tactic forces another priority. If you play 1.d4, make sure you've castled before pushing your central pawns or launching queenside maneuvers.

Game 21: never castled, king central at move 15, mobility -4. ↗
Positional drift in the middlegame

You lose 25 cp per quiet move in the middlegame, without blundering. This indicates you don't have a plan once theory ends. Your openings show where the problem starts: in the Scandinavian Mieses-Kotrc, you leave theory at move 9 on average and lose 110 cp. In the Zukertort, deviation at move 8 for 137 cp. You know how to play the first moves, but you don't know what to do once the position demands an idea.

The plan: After move 8, before playing, identify an imbalance in the position (more space, the bishop pair, a semi-open file) and pick a move that exploits it. Don't play a 'useful' move: play a move that improves your worst piece or targets a specific opponent weakness.

Game 1: king central at move 15, mobility -15 vs the opponent. The drift starts as soon as theory ends. ↗
Pawn structure and weaknesses

Your profile shows 0.8 pawn weaknesses (isolated + doubled) against 0.7 for your opponents. The gap is small on average, but anchor games show costly spikes: +3.7 weaknesses (game 74), +3.6 (game 19), +3.0 (game 44). These spikes happen when you push pawns without a plan or under pressure, creating permanent targets for the opponent.

The plan: Before pushing a pawn out of the structure, ask: 'Could this pawn become isolated or doubled after the exchange?' If so, only push it if you get an immediate tactical or spatial gain that offsets the long-term weakness.

Game 19: +3.6 pawn weaknesses vs the opponent, king central at move 15. ↗
03Psychology & the clock

Your data shows clear improvement under time pressure (ACPL 96 vs 140 previously), proving you've internalized better clock management. However, 48% of your moves are played in under 5 seconds, and these snap moves generate 48 blunders. This isn't emotional tilt: the split between your results after a win (51%) and after a loss (48%) is nearly identical, a sign of genuine emotional stability. The problem is concentration: you play on reflex before you've thought it through. The turning-point moments confirm it: Game 1, move 8 in 5s; Game 4, move 19 in 9s. These losses don't come from hard positions, they come from moves played without questioning them. Your sessions show another signal: your ACPL goes from 64 (games 1-2) to 52 (games 3+), so fatigue isn't the problem — but your first two games are less accurate than the rest. These are probably warm-up games where discipline is looser. Apply the same checking routine from the very first move of the session.

04Key lessons
05Your player profile

A solid, improving club player with a proven tactical base (rating 2007) and good emotional stability. Tends toward passivity in the middlegame once theory ends, with a positional drift that reflects a lack of a plan. Playing discipline loosens up on fast moves.

Strengths

  • Emotional stability: 51% win rate after a win and 48% after a loss — no tilt.
  • Improvement under time pressure: ACPL from 140 to 96, proof of better clock management.
  • Solid calculation base: tactics rating of 2007, potential for fast progress if playing discipline improves.
  • Decent king pawn shield (2.3), on par with opponents' (2.2).

Working on

  • Allowed mates: 4 moves among the worst examples concede a direct or forced mate — a vigilance problem against threats.
  • Snap blunders: 48 out of 159 played in under 5 seconds — a pre-move discipline problem.
  • Late central king: 37 games with the king still central at move 15 — a castling timing problem.
  • Middlegame positional drift: 25 cp per quiet move — no plan after leaving theory.
  • Insufficient conversion: 38 wins out of 53 winning positions — a tendency to complicate instead of simplify.
06Recommended resources
video
IM John Bartholomew
Your #1 flagged weakness is leaving pieces undefended. This video targets exactly that problem, teaching you to identify and protect your vulnerable pieces after every move.
article
Dan Heisman
Heisman's column is the reference on thinking discipline and blunder-checking. With 48 blunders played in under 5 seconds, your problem is method, not calculation. Heisman teaches 'Real Chess': check before you play.
puzzle
Trains your eye for undefended pieces through pattern repetition, to internalize the habit of protecting them before it's too late in the game.
puzzle
You've allowed several direct mates. This theme trains you to recognize threats against your king and find the correct defensive move, building your vigilance against attacks.
book
How to Reassess Your Chess
Jeremy Silman
Your 25 cp per quiet move positional drift in the middlegame indicates a lack of a plan. Silman teaches how to build a plan from the real imbalances in a position — exactly what's missing once you leave theory.
video
IM John Bartholomew
Several anchor games show reduced mobility against your opponents (game 1: -15, game 2: -16). This video teaches you to improve your worst piece on every move, fixing the positional drift through coordination.
07Your training program
Pre-move discipline (eliminate snap blunders)
Before every move, run the routine: 1) what are the opponent's checks? 2) what captures are possible? 3) does my move leave a piece undefended? Train on hangingPiece puzzles, running this check before submitting each solution.
Open the resource ↗
10 min/day
King safety (allowed mates)
Do defensiveMove puzzles to internalize the defensive reflex. Before every move in a game, ask: 'What's my opponent's most aggressive move?' If his move can touch your king, calculate that line first.
Open the resource ↗
10 min/day
Middlegame plans (positional drift)
Watch Bartholomew's video on coordination, then read a chapter of Silman on imbalances. In games, after move 8, identify an imbalance and play a move that exploits it.
Open the resource ↗
15 min, 2x per week
Converting winning positions
Do queenEndgame puzzles to learn to convert material advantages into wins. In games, when you're at +2, trade pieces (not pawns) and look for the simplest path to the endgame.
Open the resource ↗
10 min/day
08Goals for your next games