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Clemenz Opening (1.)

According to Lichess (September 2026, N = 21,266 games rated 900 to 1700), you score 46.6% with the Clemenz Opening, 1.. It is a waiting move: it leaves the center alone and lets your opponent claim it first. Strong players follow 2. 3. 4. 5., and that is the line explained here.

Lichess games from September 2026 (30,577,162 rated 900 to 1700) and 31,791 over-the-board games rated 2300+ from the last 12 months. Data updated: October 14, 2026.

At a glance

Moves
1.
ECO
A00
Amateur games
21,266
Of all games rated 900 to 1700
0.1%
White's score
Lichess 900–1700: 46.6% · Online, 2200+: 58.3% · Over the board, 2300+: 0.0%
Evaluation after 1.
−0.05

2 named lines in this family; 1 with their own page.

By rating

The opening's share in each Lichess rating band.

What amateurs play and what strong players play

At your level, after 1. your opponent answers in 43 of every 100 games and in 26. After , most players pick 2., 2. or 2.. Online players rated over 2200 prefer 2., 2., 2. or 2., moves that take the center or prepare to. The biggest gap comes after 2.. Strong players reply in all 78 of their games; at your level only 27 in 100 do, and more than 1 in 3 go for instead. With 1. you score between 45 and 48 out of 100 in every band from 900 to 1700; players over 2200 score 58.

After 1. · N = 25,794
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
43.3%45.6%39.0%no data
25.6%46.7%28.2%no data
6.4%49.9%no datano data
4.6%47.2%5.2%no data
3.2%46.3%2.7%no data
3.2%45.5%8.3%no data
no datano data4.4%no data
After 1. · N = 11,086
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
28.5%47.8%no datano data
18.0%46.6%9.1%no data
17.9%48.5%21.5%no data
8.0%44.8%no datano data
5.5%42.7%no datano data
5.4%46.5%18.5%no data
no datano data21.2%no data
no datano data18.8%no data
no datano data5.8%no data
After 1. 2. · N = 13,782
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
34.5%50.8%no datano data
27.4%49.9%100.0%no data
11.1%51.8%no datano data
9.6%49.3%no datano data
7.5%50.4%no datano data
2.4%44.4%no datano data
After 1. 2. · N = 3,644
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
39.5%49.9%6.7%no data
24.8%48.9%45.3%no data
12.2%57.1%no datano data
7.2%52.5%48.0%no data
5.8%51.4%no datano data
3.3%41.7%no datano data
After 1. 2. 3. · N = 867
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
36.2%51.9%no datano data
30.3%46.0%75.0%no data
23.5%50.2%no datano data
5.8%65.0%no datano data
4.2%43.1%25.0%no data

What to do here

1. does not fight for the center. It covers g4 and lets you see what your opponent wants. The strong-player line, 2. 3. 4. 5., ends in an open position with level material, your knight on e5, and the h3 pawn doing a real job.

After , 2. puts your pawn in the center. attacks it at once, and nothing defends it. Instead of covering it, 3. hits back: your knight attacks e5, which is just as loose. Your opponent grabs first with . Now 4. comes before winning the pawn back, because it attacks the knight on e4 and forces it to move. If you took on e5 straight away, the black knight would stay on e4, eyeing f2. After , 5. wins the pawn back and the material is level.

In the final position your knight on e5 hits f7 and d7, and this is where 1. pays off: the f6 knight cannot jump to g4 to challenge yours, because your h3 pawn would take it. What you need to watch is the e-file. Nothing stands between your knight and your king on e1, so a black queen or rook landing on that file pins it. Get the f1 bishop out early and get ready to castle.

The numbers back this line up. After , you score 49 out of 100 at your level with 2. and 47 with 2.; players over 2200 score 63 with 2.. After , the most common choice is 3., which guards e4 but gives up the counterattack: you score 50 out of 100 with 3. and 52 with 3.. The gap is small. What changes is your opponent's reply. After 3., strong players take with in 75 of every 100 games; at your level only 30 do. The most common reply is , 36 in 100, which guards e5 and leaves your e4 pawn attacked and undefended: cover it with 4. or 4. before anything else. Against , 24 in 100, the bishop eyes f2 and your e4 pawn is still loose.

The strong players' line

The most repeated move in games rated 2200+ online and 2300+ over the board, while at least 20 games play it
MoveStrong gamesChosen by
87839.0%
33021.5%
78100.0%
7548.0%
3675.0%
27100.0%
24100.0%
24100.0%

The mistakes that cost the most games

Blunder

Blunder, and a trap. After 2. , 3. empties f2, and nothing can block on g3 because your g- and h-pawns have already moved up. is mate. 3 in 100 players walk into it here. Opponents don't always spot it: you still score 31 out of 100, against 54 with 3..

3 in 100 play it in this position. It gives away 10 pawns of advantage. It scores 31.0%; scores 54.2%.

Mistake

After , 2. pushes another wing pawn and ignores the center. Then 3. , hitting g4, and 4.; then attacks your c4 pawn, and after 5. the center opens with your kingside already loose. 18 in 100 players choose it. It rarely gets punished: you score 47 out of 100, against 49 with 2..

18 in 100 play it in this position. It gives away 1.3 pawns of advantage. It scores 46.6%; scores 48.5%.

Mistake

After , 2. goes back to the wing. offers a pawn: after 3. your opponent takes the center with , and 4. 5. leaves you with five pawn moves and no pieces developed. Almost 20 in 100 players choose it. It is hardly punished: you score 46 out of 100, against 48 with 2..

20 in 100 play it in this position. It gives away 1.6 pawns of advantage. It scores 46.4%; scores 48.2%.

Mistake

After 2. , 3. spends another tempo on the wing against two central pawns. With 4. your opponent gives a pawn for development, and after 5. 6. the center opens with your king on e1. 14 in 100 players choose it. It is rarely punished: you score 50 out of 100, against 54 with 3..

14 in 100 play it in this position. It gives away 1.4 pawns of advantage. It scores 49.8%; scores 53.9%.

Inaccuracy

After , 2. is another slow step on the kingside, and your opponent uses it to build a three-pawn center: 3. 4. 5., with pawns on c5, d5 and e5. 8 in 100 players choose it. It is rarely punished: you score 45 out of 100, against 49 with 2..

8 in 100 play it in this position. It gives away 0.6 pawns of advantage. It scores 44.8%; scores 48.5%.

Blunder

After 2. , 3. guards e4 but opens the diagonal to your king. After 4. , blocking on g3 fails: no pawn guards that square. After 5. 6. you have a knight for two pawns but cannot castle. Fewer than 3 in 100 players choose it. You score 39 out of 100; with 3., 52.

3 in 100 play it in this position. It gives away 4.7 pawns of advantage. It scores 39.4%; scores 52.5%.

How players castle

Lichess 900–1700 · the 6 most frequent combinations
WhiteBlackGames
Not castled5,064
Not castledNot castled5,046
4,779
Not castled1,726
Not castled1,364
1,283
Over the board, 2300+ · the 2 most frequent combinations
WhiteBlackGames
Not castled1
1

Variations

Other named lines

Spike Lee Gambit

1. 2. · A00

34 amateur games · White's score: 45.6%

Traps

  • Blunder in the position after 1. 2. . 84 of 2,582 fall for it.

Lichess games from September 2026 (30,577,162 rated 900 to 1700) and 31,791 over-the-board games rated 2300+ from the last 12 months.

Data from Lichess (CC0) and Stockfish 19. Text written with AI from this data and checked automatically against it.

Data updated: October 14, 2026.

How we make the data