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King's Indian Attack (1. 2.)

Here the King's Indian Attack starts with 1. 2.. You fianchetto the bishop on g2, castle short, then set up 5. and 6. to get the e-pawn to e4 and hit Black's pawn on d5. On Lichess (September 2026 data, N = 67,028 games between players rated 900 to 1700), you score 52.5% with 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 updated: October 14, 2026.

At a glance

Moves
1. 2.
ECO
A05, A07
Amateur games
67,028
Of all games rated 900 to 1700
0.2%
White's score
Lichess 900–1700: 52.5% · Online, 2200+: 54.4% · Over the board, 2300+: 54.4%
Evaluation after 2.
+0.18

14 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

Facing 2., 3 in 10 opponents at your level bring out . Among online players rated 2200+, that move shows up in fewer than 8 games in 100, and their favorite is , at 37 in 100. Your 3. is close to automatic in both groups. After that, club players bring out the other knight with , while strong players prefer . The biggest gap comes after 4.: is the reply of 67 in 100 strong players but only 21 in 100 opponents at your level, who play more often.

After 1. 2. · N = 49,727
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
31.5%50.8%7.5%7.2%
16.4%52.0%36.9%37.5%
10.2%53.8%14.5%10.4%
10.1%53.7%no data9.3%
9.6%54.7%6.5%no data
7.6%53.0%no datano data
no datano data15.2%no data
no datano data6.6%17.1%
no datano datano data8.2%
After 1. 2. · N = 10,369
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
89.8%52.3%97.2%100.0%
5.0%53.4%1.0%no data
4.1%52.9%0.5%no data
0.8%51.8%1.2%no data
0.2%54.5%0.1%no data
After 1. 2. 3. · N = 13,900
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
35.5%51.4%no datano data
17.1%53.3%26.5%61.4%
11.0%49.8%13.6%3.0%
9.5%49.4%5.0%1.4%
6.6%48.6%15.7%16.4%
6.5%55.8%20.8%12.5%
no datano data12.4%5.3%
After 1. 2. 3. · N = 7,576
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
70.7%54.6%88.7%89.3%
17.9%52.5%4.1%no data
9.0%51.8%3.5%2.9%
1.5%55.0%0.1%no data
0.7%52.8%3.6%7.7%
0.3%42.5%no datano data
After 1. 2. 3. 4. · N = 4,478
MoveLichess 900–1700White's scoreOnline, 2200+Over the board, 2300+
25.7%55.6%13.1%13.1%
22.2%52.6%13.1%3.4%
21.2%53.2%66.6%83.5%
13.6%53.7%no datano data
12.0%55.6%no datano data
1.5%61.4%2.2%no data
no datano data1.6%no data
no datano data1.3%no data

The plan, from masters' games

After 1. 2., strong players most often carry on with 3. 4. 5. 6.. You don't fight for the center with pawns right away. First you tuck your king in behind the g2 bishop, then you prepare one specific break: the e2 pawn to e4, against Black's pawn on d5.

2. clears g2, and 3. puts the bishop there, on the long diagonal from h1 to a8. For now it only reaches f3, where your own knight sits, but e4 and d5 are further along that same diagonal, and those are the squares the game will be fought over. Among strong players, 3. comes in 97 of every 100 games. With the bishop out, 4. takes the king to g1, behind the pawns on f2, g3 and h2 and right next to the bishop.

After , 5. and 6. work as a pair. The d3 pawn covers e4 and c4, and the knight on d2 covers the same two squares. That gives you two units on e4, matching Black, who eyes it with the d5 pawn and the f6 knight. This is how you prepare the e-pawn push: once the pawn reaches e4, it attacks d5, the pawn blocking your bishop's diagonal.

With this setup your king nearly always stays on the kingside: you castle short in more than 9 of every 10 games at your level. In 14 of every 100, your opponent castles long, so the kings end up on opposite wings.

At club level the line breaks down early. Against , the most common reply at your level, the setup stays the same: bishop to g2, pawn to d3, castle. What changes is the e7 pawn. If your opponent pushes it to e5 with no protection, as in , take it with 3.. Plenty of players at your level miss that capture, and the mistake notes show what it costs.

White's kingside fianchetto

Plan played in 97% of the 905 over-the-board games rated 2300+ with this structure.

99 in 100 choose it online.See dataHide

Online, 2200+: 99.4% of 26,895. Over the board, 2300+: 97.2% of 905; the alternative, : 0.0% and 0.0%; the alternative, : 0.0% and 0.1%; the alternative, : 0.0% and 0.0%; the alternative, : 0.0% and 0.0%.

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
17,53536.9%
9,97097.4%
10,29527.9%
5,78188.8%
5,01067.4%
3,33642.2%
1,49792.1%
1,23483.1%

The mistakes that cost the most games

Mistake

In the Omega-Delta Gambit, 1. 2. , nothing protects the e5 pawn and 3. wins it. 3., chosen by 4 in 10 players at your level, is a mistake that lets it live: kicks your knight, and after 4., and keep chasing it. You score 50 in 100 with 3. and 61 with 3..

41 in 100 play it in this position. It gives away 1.9 pawns of advantage. It scores 49.7%; scores 61.0%.

Mistake

After 3. , the e5 pawn is loose again and 4. picks it up. 4. is a mistake: gains space by hitting the knight, which has to drop back with 5. to the back rank, far from the center. You score 49 in 100 with 4. and 56 with 4..

36 in 100 play it in this position. It gives away 1.8 pawns of advantage. It scores 49.0%; scores 56.2%.

Inaccuracy

Against , which prepares to push the e7 pawn to e5, 3. is an inaccuracy played by more than 9 in 10 at your level. It allows , and Black gets pawns on d5 and e5 with f6 backing them up. 3. adds a second guard on e5. You score 53 in 100 with 3. and 66 with 3..

92 in 100 play it in this position. It gives away 0.8 pawns of advantage. It scores 53.0%; scores 66.0%.

Inaccuracy

After 3. , 4. is an inaccuracy: the pawn is hit by the e5 pawn and the c6 knight, and kicks your knight. After 5. 6. it ends up on g4. 4. keeps an eye on e4. At your level opponents often don't punish it: you score 49 in 100 with 4. and 51 with 4..

6 in 100 play it in this position. It gives away 0.7 pawns of advantage. It scores 49.1%; scores 51.1%.

Mistake

After 3. , your knight and pawn hit e5 and only the c6 knight defends it, so 4. wins a pawn. 4. is a mistake: kicks the knight, which lands on g4 after 5. 6. . Opponents at your level often let it slide: you score 53 in 100, about the same as with 4..

34 in 100 play it in this position. It gives away 2.2 pawns of advantage. It scores 52.7%; scores 54.7%.

Mistake

Against , 3. is another mistake: it turns down the pawn your opponent left hanging. Black protects it with , develops with and , and keeps two pawns in the center on d5 and e5. At your level opponents often don't punish it: you score 56 in 100 with 3., against 61 with 3..

21 in 100 play it in this position. It gives away 1.5 pawns of advantage. It scores 56.2%; scores 61.0%.

How players castle

Lichess 900–1700 · the 6 most frequent combinations
WhiteBlackGames
41,629
Not castled11,124
9,424
Not castledNot castled1,751
Not castled1,455
Not castled702
Over the board, 2300+ · the 6 most frequent combinations
WhiteBlackGames
769
Not castled64
38
Not castled12
Not castledNot castled11
Not castled5

Variations

with e6

1. 2. 3. · 7,535 amateur games · 110 over the board

1. 2. 3. : you reach the strong players' line; you score 54 in 100.

Keres Variation

1. 2. · 5,145 amateur games · 78 over the board

develops the bishop against your f3 knight before yours reaches g2; 5,145 games.

Sicilian Variation

1. 2. · 5,033 amateur games · 60 over the board

adds a pawn beside d5 that controls d4; you score 54 in 100.

French Variation

1. 2. 3. · 4,279 amateur games · 11 over the board

After 3., brings the knight onto d4 as well; you score 51 in 100.

Symmetrical Defense

1. 2. · 4,028 amateur games · 111 over the board

1. 2. : your opponent prepares the same fianchetto you do; you score 52 in 100.

Other named lines

Omega-Delta Gambit

1. 2. · A07

1,550 amateur games · White's score: 54.5%

Yugoslav Variation

1. 2. 3. 4. · A07

1,374 amateur games · White's score: 51.4%

with Bf5

1. 2. 3. 4. · A07

1,352 amateur games · White's score: 54.8%

Wahls Defense

1. 2. 3. 4. 5. · A05

960 amateur games · White's score: 51.5%

Double Fianchetto

1. 2. · A07

463 amateur games · White's score: 50.8%

Pachman System

1. 2. 3. 4. 5. · A07

37 amateur games · White's score: 52.7%

Spassky Variation

1. 2. · A05

23 amateur games · White's score: 60.9%

Smyslov Variation

1. 2. 3. · A05

15 amateur games · White's score: 46.7%

Other move orders that get here

  • 1. 2. 47,938 games
  • 1. 2. 1,945 games

Questions

Is the King's Indian Attack good?

It gives you a steady, even game. Between 900 and 1700 you score 52 to 53 in every 100 in each rating band, with almost no change from one band to the next. Online players rated 2200+ score 54 in 100 with it. Where players at your level do drop points is by leaving a loose e5 pawn alone.

Is the King's Indian Attack good for beginners?

It suits players who want one setup to learn: knight to f3, pawn to g3, bishop to g2, castle, then pawn to d3 and knight to d2. Strong players put the bishop on g2 in 99 of every 100 games. The one thing to watch is the e5 pawn: after , take it with 3..

What is the King's Indian Attack?

It's a White system built around a kingside fianchetto. On this page it starts 1. 2., and you can also get there with 1. 2.. The pieces head for f3, g2, g1 and d2, with a pawn on d3, all preparing to push the e-pawn to e4. It turns up in 2 of every 1000 games at your level.

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