Your chess.com profile
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 tactical rating peaks at 2007, yet your game rating sits at 1623. That gap tells the whole story: the patterns are in your head, but your board discipline is not. You lose the thread in quiet positions because you play 48% of your moves in under 5 seconds, bleeding an average of 25 centipawns per quiet middlegame move through sheer positional drift. Your middlegame is a disaster zone, generating 167 blunders and allowing mates in 1, 4, and 10. You asked for a blunt reality check: your opening prep is not saving you, because you leave theory around move 9 and immediately start drifting. King safety is your most glaring structural leak, with your king still in the center after move 15 in 82 games. The path to breaking your ceiling is not learning more openings; it is developing a pre-move routine and learning to formulate middlegame plans from imbalances.
Phase Breakdown
| Phase | Blunders | Mistakes | Inaccuracies | Moves |
|---|---|---|---|---|
| Opening | 37 | 84 | 149 | 2887 |
| Middlegame | 167 | 239 | 318 | 3181 |
| Endgame | 120 | 99 | 124 | 2334 |
Costliest Moments
The exact moves that threw away the most — your biggest single leaks.
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.
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
4.0% 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.
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.
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.
Games Analyzed
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.
| Opponents | Games | W/D/L | ACPL | Blunders/game |
|---|---|---|---|---|
| Stronger (+50 Elo) | 2 | 1/0/1 | 73 | 1.5 |
| Similar (±50) | 191 | 98/11/82 | 58 | 1.6 |
| Weaker (−50 Elo) | 7 | 5/0/2 | 61 | 1.1 |
Your openings
The openings from this sample, with your score in each.
- As White: 13 opening families over 105 games — your top 3 cover 77%. a real repertoire
- As Black: 16 opening families over 95 games — your top 3 cover 71%. a real repertoire
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) | |
|---|---|---|---|---|
| Queens Pawn Opening | 37/59 | 9 | 106 | game 1, move 12 · game 14, move 9 |
| Scandinavian Defense | 25/47 | 10 | 121 | game 3, move 8 · game 5, move 10 |
| London System | 11/19 | 10 | 118 | game 55, move 11 · game 79, move 8 |
| Indian Game | 8/19 | 12 | 83 | game 8, move 12 · game 11, move 11 |
| Englund Gambit | 3/7 | 7 | 217 | game 114, move 7 · game 119, move 10 |
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.
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.
Are you improving?
The sample cut into four equal blocks, oldest first — 39 days of play.
| Period | Games | W/D/L | ACPL | Blunders/game | Rating |
|---|---|---|---|---|---|
| 2026-07-11 → 2026-07-19 | 50 | 27/3/20 | 59 | 1.9 | 1617 |
| 2026-07-20 → 2026-08-02 | 50 | 24/2/24 | 64 | 1.7 | 1614 |
| 2026-08-02 → 2026-08-08 | 50 | 26/3/21 | 55 | 1.3 | 1612 |
| 2026-08-08 → 2026-08-19 | 50 | 27/3/20 | 57 | 1.6 | 1648 |
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. 130 games reached an endgame.
| Type | Games | W/D/L | ACPL |
|---|---|---|---|
| Queen endings | 69 | 27/5/37 | 127 |
| Mixed material | 46 | 23/3/20 | 85 |
| Rook endings | 10 | 4/2/4 | 101 |
| Minor-piece endings | 4 | 2/1/1 | 134 |
| Pawn endings | 1 | 1/0/0 | 12 |
Your recurring leaks
Every one of your 714 blunders and mistakes across 200 games, sorted by what each pattern actually cost you. Frequency times damage — the top row is where your next rating points are.
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01 You drifted without a plan 376 errors · 53%
Typical:game 15, move 23 ↗ · game 172, move 21 ↗ · game 178, move 28 ↗
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02 You hung a piece 95 errors · 13%
Typical:game 127, move 21 ↗ · game 199, move 9 ↗ · game 45, move 23 ↗
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03 You ignored their threat 80 errors · 11%
Typical:game 133, move 18 ↗ · game 158, move 29 ↗ · game 109, move 21 ↗
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04 You allowed mate 22 errors · 3%
Typical:game 2, move 51 ↗ · game 4, move 37 ↗ · game 7, move 37 ↗
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05 You missed free material 52 errors · 7%
Typical:game 57, move 26 ↗ · game 154, move 10 ↗ · game 142, move 33 ↗
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06 You missed mate 13 errors · 2%
Typical:game 15, move 29 ↗ · game 15, move 30 ↗ · game 23, move 35 ↗
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07 You missed a forcing move 37 errors · 5%
Typical:game 67, move 24 ↗ · game 122, move 33 ↗ · game 162, move 14 ↗
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08 You traded into a worse position 36 errors · 5%
Typical:game 97, move 59 ↗ · game 177, move 25 ↗ · game 142, move 36 ↗
Your tactical issue is not a lack of calculation ability; it is a complete breakdown of board vision under the pressure of your own pace. You average 1.6 blunders and 2.1 mistakes per game, with the vast majority occurring in the middlegame (167 blunders). The data points to two distinct failures: a discipline problem, with 102 of your 324 blunders played in under 5 seconds, and a king safety blind spot, with three of your top five costliest moves being allowed mates in 1 or 4. You also struggle to finish, missing a mate in 9 and a mate in 10. When you smell blood, you stop calculating the forcing lines to the very end.
Moving a rook to an active square seems logical, but it completely ignores your king's safety. It is insufficient because it outright hands the game to your opponent. You forgot the principle that a king attack overrides all positional considerations.
How to spot it: Before making an active move, look exclusively at your king. Ask: what checks does my opponent have? If a check forces mate, your planned move is illegal in practice. Never play a move that leaves your king defenseless against a forcing sequence.
Game 126, move 32: played Rc4, best was Kh7 ; allowed mate in 1 ↗Capturing centrally seems to develop a piece, but it misses a forced mate. It is insufficient because you chose a quiet positional move over a forcing tactical sequence. You forgot that checks, captures, and threats must be calculated first.
How to spot it: Whenever your opponent's king is exposed or lacking defenders, scan for forcing moves. If you see a knight jump or a pawn push that opens the king, calculate it to the end. Do not settle for positional moves when a tactical finish is available.
Game 151, move 25: played Nd5, best was Nxg4 ; missed mate in 9 ↗Placing a piece on an active diagonal seems aggressive, but it leaves the piece undefended. It is insufficient because you are handing over material for free. You forgot to check what your opponent's last move threatened.
How to spot it: After your opponent moves, ask: what does this move attack? Before you touch a piece, ask: is this piece defended if I move my other piece? You must run a checklist of captures before every move.
Game 7, move 37: played Rf7, eval +0.0 → -10.0, after 2s of thought — defeat 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.
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.
Your strategic profile confirms your feeling of losing the thread in quiet positions. While your average mobility (26.4 vs 26.1) and space (10.0 vs 9.7) look acceptable globally, the per-game anchors reveal chronic local collapses. In multiple games, your mobility plummets by 10 to 18 points compared to your opponent. Your positional drift is highest in the middlegame (25 cp per quiet move), indicating a lack of plans rather than a lack of calculation. You also chronically delay castling, leaving your king in the center after move 15 in 82 games and never castling in several others.
Leaving your king in the center is not just a tactical risk; it is a strategic anchor that prevents your rooks from connecting and limits your piece mobility. In 82 games, your king was still central after move 15. This forces your pieces into defensive roles and explains your frequent mobility deficits.
The plan: Make castling a mandatory rule. If you have not castled by move 10, you need a concrete, calculated reason for it. Prioritize clearing the f1-g1 diagonal and castling kingside early. Connect your rooks and only then start active operations.
Game 17: never castled, king still central at move 15, +3.0 more pawn weaknesses than opponent ↗When the position is calm, you bleed 25 centipawns per move in the middlegame. This happens because you lack a plan based on imbalances, so you play familiar-looking moves that slowly worsen your position. Your mobility drops significantly in many games because your pieces step on each other's toes.
The plan: In every quiet position, identify one imbalance (a weak square, a better minor piece, more space). Formulate a plan to exploit it: if you have a better knight, find an outpost; if you have more space, squeeze. Make your worst-placed piece better before doing anything else.
Game 146: king still central at move 15, mobility -18 vs opponent, space -12 ↗You accumulate isolated and doubled pawns more than your opponents (0.8 vs 0.7 on average, but spiking to +3.7 in specific games). These weaknesses create permanent targets for your opponent and restrict your piece mobility, contributing to your feeling of losing the thread.
The plan: Before pushing a pawn, ask if it creates a permanent weakness. If you must create a weakness, ensure you get dynamic compensation: rapid development, an open file, or an attack. Avoid automatic pawn moves in the opening just to attack the center.
Game 16: king still central at move 15, mobility -6 vs opponent, +2.2 more pawn weaknesses than opponent ↗Your time management is sabotaging your chess. You play 48% of your moves in under 5 seconds, and 102 of your 324 blunders are snap moves. This is a discipline problem, not a knowledge gap. You are playing reactively, not reflexively. The fact that your ACPL jumps to 123 under time pressure confirms that when the clock drops, your chess drops. Your sessions show clear tilt: your win rate after a loss is 49% compared to 56% after a win. You need a hard stop rule. When you lose a game, your discipline evaporates, and you start playing faster, which compounds the errors. The turning points confirm this: in game 9, you threw away a +5.6 eval in 7 seconds. You have the tactical ability (2007 puzzle rating) to play at a much higher level, but you are mentally checked out during the execution phase.
- Implement a pre-move checklist: checks, captures, and threats for your opponent before you touch a piece. You have 2007 tactical rating, but you blunder because you do not look at the board before moving.
- Castle early and always. Leaving your king in the center after move 15 in 82 games is the primary source of your tactical vulnerabilities and positional drift.
- In quiet positions, find an imbalance and make a plan. Your middlegame positional drift of 25 cp per move means you are playing without a purpose. Identify your worst piece and improve it.
- Stop playing snap moves. 48% of your moves take under 5 seconds. Force yourself to spend at least 10 seconds on every non-forcing move to actually see the position.
- When your opponent's king is exposed, calculate forcing moves to the end. You missed mates in 9 and 10 because you settled for positional moves. Checks and captures first, always.
Reactive and impatient. Possesses strong tactical pattern recognition but lacks the discipline to apply it consistently. Drifts in quiet positions and neglects king safety.
Strengths
Working on
- Reduce snap blunders by forcing a 10-second pause on non-forcing moves
- Increase castling rate to eliminate central king vulnerabilities
- Reduce overall blunders per game from 1.6 to 1.2
- Improve middlegame precision by reducing positional drift