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A Chess Data Story · · 2,670,215 Lichess games analyzed

You've lost three in a row.
Should you stop?

Every chess player knows the feeling: a couple of losses, and the next game already feels lost before it starts. Tilt has a name, endless forum threads devoted to it, and a standard piece of advice attached to it, usually some version of "stop after three losses". Many players have strong opinions about tilt, but what does the data actually say?

To find out, I took the FlawChess benchmark database, 2.67 million rated Lichess games from 4,487 players across bullet, blitz, rapid and classical, lined up each player's games in order, and looked at what happens in the game after a losing streak. The short version: your own stats overstate tilt badly and what is left once you compare like with like is small.

−0.5
points per 100 games below normal in the game after three straight losses: about one draw turned into a loss per 100 games
−2.0
after six or more straight losses: two wins turned into losses per 100 games

Score is the usual chess average: a win counts 1, a draw ½, a loss 0, so 50% means wins and losses balance out. Differences are in points per 100 games: −0.5 means half a point less per 100 games than normal (the same thing as half a percentage point of score). "Normal" is what players at the same rating score in the same kind of game. The first number comes from 35,281 games played right after exactly three losses in one sitting, against a fresh opponent within 100 rating points, give or take half a point: anything from no shortfall to one point per 100 games fits the data. Your raw game history shows a swing several times bigger, and section 1 explains where the rest comes from.

1

Your stats say tilt is huge. They are wrong.

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Let's start with the naive version of the question: line up each player's games and look at the one right after a streak. In the 2.67 million games here, the game after six or more straight losses scores 22 points per 100 games less than the game after six or more straight wins (43% against 65%). That is the kind of number articles about tilt usually report: one analysis of 840,000 Lichess games finds a 19-point swing in win rate between five straight losses and five straight wins, and a study of a million games finds that even the result from seven games back still predicts the current one. Almost none of it survives four checks:

What survives all four is a drop of about 2 points per 100 games below normal in the game after six or more losses, the sliver labelled "maybe tilt" in the chart. After six or more wins its mirror image, +1.7, what sports science calls the hot hand. "Normal" is what players at your rating score against that opponent. It sits a little above 50% because the players in this database score 50.8% on these games on average (they are slightly more often the higher-rated side), and it tilts with the streak: streaks come from lopsided stretches, and the next opponent usually comes from the same stretch, after a losing streak rated a few points above you, after a winning streak a few points below (the dashed line in the chart). Both numbers are small. This story calls the shortfall after losses tilt for short, but it is a shortfall against a benchmark, not a reading of anyone's mood: fatigue, distraction and a bad connection all feed into it, and only players who kept playing are counted.

Score in the next game (points per 100 games), by the streak that just ended

Takeaway: after six or more losses your raw stats show the next game about 7 points per 100 games below your average. About 5 of those disappear once you compare like with like: opponents, calendar, rematches and account effects. The two that remain are what the rest of this story is about.
View the data
Streak just endedGames (raw)Raw history (points per 100 games)Same rating+ one sitting, fresh opponent+ settled accountsExpected from ratingsDifference (points per 100 games)
6+ losses37,72443.447.647.848.350.3−2.0
5 losses33,88947.549.149.248.950.5−1.6
4 losses68,64648.549.449.950.150.7−0.5
3 losses141,04549.149.550.150.150.7−0.5
2 losses295,04449.949.750.150.050.7−0.8
1 loss635,54351.150.450.750.650.8−0.2
1 win645,17652.151.051.251.150.8+0.3
2 wins320,25553.451.551.651.550.8+0.6
3 wins162,78654.652.052.151.950.9+1.0
4 wins84,62255.752.152.151.851.0+0.9
5 wins44,91557.753.153.553.151.1+2.1
6+ wins66,06965.454.053.452.751.0+1.7

"Same rating" keeps only next games against an opponent within 100 points. "One sitting" requires the whole streak to fall inside one session (no break of an hour or more) and the next game to follow within the hour; "fresh opponent" drops next games against anyone you played during the streak; "settled accounts" drops each player's first 100 games in the time control and games played more than 150 points from their long-run rating. "Normal" (the expectation) is the average score of players of the same rating, time control, colour and rating gap, measured on the same kind of games (settled accounts, not the first game of a sitting). Draws end a streak and are not shown.

2

What is left is small, and grows only with long streaks

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Points above or below normal, one streak length at a time. A single loss costs almost nothing. Two to four losses cost half a point to just under one point per 100 games, with no clear order among them (the intervals overlap), five cost 1.6, six or more cost 2.0. The hot hand mirrors it, at up to 1.7 after six or more wins. To put those numbers in perspective, after three straight losses you still win the next game as often as you lose it, and even after six losses in a row the chance of losing the next one is about 50%, against 47% after a single loss. Comparing each player only with their own games, at the same clock setting and rating gap, gives the same picture (technical report, section 2d). If anything the shortfall is understated: six losses pull your rating below your real strength, so against an equal-rated opponent you should then score slightly above normal, not below.

Points above or below normal in the next game, per 100 games

Takeaway: one point per 100 games is, for illustration, one win turned into a loss, or two draws turned into losses. After three losses the shortfall is worth about one draw turned into a loss per 100 games; after six or more, two wins turned into losses. The surplus after wins is about the same size at every streak length. What these numbers are not is a measurement of mood: the controls remove opponents, calendar, accounts and each player's own level, but they cannot tell tilt from fatigue or distraction, and they only see the players who kept playing.
View the data
Streak just endedGamesNext-game score (points per 100 games)ExpectedDifference95% intervalLose the next game
6+ losses4,30648.350.3−2.0−3.6 to −0.449.9%
5 losses5,56948.950.5−1.6−2.9 to −0.449.3%
4 losses13,81750.150.7−0.5−1.3 to +0.247.9%
3 losses35,28150.150.7−0.5−1.1 to 0.047.9%
2 losses94,51450.050.7−0.8−1.0 to −0.447.9%
1 loss269,53450.650.8−0.2−0.4 to −0.147.1%
1 win284,71451.150.8+0.3+0.1 to +0.5
2 wins108,35851.550.8+0.6+0.3 to +0.9
3 wins43,69751.950.9+1.0+0.5 to +1.5
4 wins18,32651.851.0+0.9+0.2 to +1.6
5 wins7,88253.151.1+2.1+1.0 to +3.2
6+ wins6,31752.751.0+1.7+0.4 to +2.9

Same games as the "settled accounts" column in section 1. Intervals come from resampling players, not games, because one player's games are not independent.

3

Rapid players, and beginners, fall furthest

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After three or more losses in a row, rapid players fall 1.8 points per 100 games below normal, bullet and blitz players under one point. By rating, the shortfall is largest at the bottom, about 2 points at 800, and under a point from 1200 all the way to 2400. The hot hand is about one point everywhere. These are descriptions of groups, not of causes: rapid players and bullet players are different people playing at different clocks, and neighbouring groups are too close to tell apart.

Points above or below normal after 3+ losses and after 3+ wins, per 100 games

By time control

By rating

Takeaway: if you play rapid, the shortfall after three losses is nearly two points, about two wins turned into losses per 100 games. In bullet and blitz it is under a point, about one draw turned into a loss per 100 games, and the surplus after three wins is larger than the shortfall after three losses.
View the data
GroupGames after 3+ lossesScore (points per 100 games)ExpectedDifferenceGames after 3+ winsScoreExpectedDifference
Bullet27,92749.850.5−0.7 (−1.1 to −0.2)37,37852.050.8+1.2 (+0.7 to +1.6)
Blitz19,71950.350.6−0.3 (−0.9 to +0.4)25,74352.251.0+1.1 (+0.5 to +1.7)
Rapid10,82049.250.9−1.8 (−2.7 to −1.0)12,36652.351.1+1.3 (+0.4 to +2.3)
Classical*50752.151.4+0.7 (−3.5 to +5.0)73551.451.4−0.1 (−3.5 to +3.1)
8009,55748.650.6−1.9 (−2.9 to −0.8)11,48752.050.5+1.5 (+0.7 to +2.5)
120014,09749.850.5−0.7 (−1.4 to +0.2)17,20251.450.4+1.0 (+0.3 to +1.7)
160016,24749.650.4−0.8 (−1.4 to 0.0)18,87551.750.4+1.2 (+0.6 to +1.9)
200012,55451.151.00.0 (−0.9 to +0.8)17,05152.751.4+1.3 (+0.5 to +2.0)
24006,51850.150.7−0.6 (−1.7 to +0.5)11,60753.152.4+0.7 (−0.1 to +1.6)

* Classical has too few same-sitting streaks to chart (its intervals span seven points); the table keeps it for completeness. Intervals in brackets are 95%.

4

Does a break help? The data cannot say.

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The obvious remedy is to walk away, and the data on what happens next is awkward: players who start their next game within a minute of a second straight loss score about normal, while players who pause for 10–30 minutes score 2.4 points per 100 games below it. That is not a verdict on breaks. The player who steps away after two losses is often the one who is more upset, more tired or more distracted, and a ten-minute break is more likely to be a phone call than a meditation. Players coming off wins show a similar, smaller dip after a pause, and the gap between the two groups closes after half an hour or so, but mostly because the winners come down too, not because the losers recover. From half an hour on, both lines sit about two points below normal whatever the last result, for a reason that has nothing to do with the streak: coming back cold. In this study a break of an hour or more starts a new session, and the first game of a session carries a cold-start penalty of its own (bullet −2.1, blitz −0.7, rapid −0.1 points per 100 games); the 30–60 minute cells show that the warm-up cost already sets in before the hour is up. "Normal" here is the level of games played mid-session, so a game after a long pause sits below it whether the last game was a win or a loss. How long a streak's effect lasts for a given player, and what a break does to it, the data cannot say.

Two more things the data do say. Most players keep going: after a loss, seven in ten games are followed by another within the hour, and after six or more losses nearly nine in ten, mostly because long same-sitting streaks happen deep in long sessions. And bullet has a twist: playing straight on after two losses costs nothing, a 3–10 minute pause is followed by −2.9, and the first game of any bullet session runs −2.1. A cold start costs a bullet player more than a losing streak ever does.

Points per 100 games above or below normal, after 2+ losses or 2+ wins, by the break before the next game

From half an hour on, both lines show the warm-up cost of coming back cold, not an after-effect of the streak; breaks of an hour or more start a new session.

Takeaway: a "stop after two losses" rule cannot be tested here, because the games it would have prevented were never played. What the data give is a sense of scale: games played right after two or more losses in one sitting are 9% of all games and run 0.7 points per 100 games below normal. Spread over everything you play, that is less than one point per thousand games (about one per thousand in rapid). Whether stopping would recover any of that, no game history can show. If you take a break, take it for your mood.
View the data
Break before the next gameAfter 2+ losses (all)After 2+ wins (all)GapBullet, after lossesBullet, after winsRapid, after lossesRapid, after wins
Under 1 minute−0.1 (n 98,140)+1.4 (n 111,677)+1.5+0.1+1.5−1.2+1.2
1–3 minutes−1.2 (n 19,433)+0.3 (n 30,174)+1.5−0.9−0.2−1.8+0.6
3–10 minutes−2.0 (n 14,012)+0.3 (n 19,572)+2.4−2.9−0.8−1.6+1.8
10–30 minutes−2.4 (n 12,874)0.0 (n 14,136)+2.5−2.2−0.9−2.6+0.5
30–60 minutes−2.0 (n 9,033)−1.8 (n 9,027)+0.2−2.2−2.7−2.6−1.2
1–6 hours−1.3 (n 21,712)−0.6 (n 21,039)+0.7−2.9−2.2−0.4+0.5
6–24 hours−1.6 (n 20,491)−1.6 (n 20,113)0.0−3.4−3.2+0.8−0.9
1–7 days+0.1 (n 7,518)−0.3 (n 7,568)−0.4−2.1−0.6+0.6+0.3

The streak (two or more) happened in one sitting; the break is measured from the end of the last game of the streak to the start of the next one. From 30 minutes on, both groups show the warm-up dip of coming back cold (the first game of a new session, an hour or more later, runs bullet −2.1, blitz −0.7, rapid −0.1). Intervals are about ±0.3 for the under-a-minute cells and ±1 for the smaller ones.

5

Which loss hurts the next game? Not the one you think.

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This section sets the streak aside. It takes every loss, whatever came before it, and asks what the next game looks like depending on how that one loss went. Folklore says the blown win hurts most. Split losses by what they looked like and the data cannot find it. A loss in which you had entered the endgame winning (a Stockfish evaluation of +2 or better, and still lost) is followed by a game at or above normal (+0.4). Two thirds of those are flags in a won endgame; the blown win by resignation, the kind that really stings, is rarer, too rare to pin down exactly, but nothing large is hiding there. A long fight of more than 30 moves: no effect at all (+0.1). What is followed by a worse game is the quick collapse. A loss in under eleven moves is followed by −2.1, a game that never reached an endgame by −1.2, and a loss by disconnection by −3.7 (though that last number is mostly the connection, not the player; see below). Resigning (−0.6) is worse than getting checkmated (−0.2) or flagged (−0.3).

A plausible reading is not that quick losses cause tilt but that they reveal something: a ten-move loss is often a distracted, pre-moving, phone-in-hand game, and whatever it was is still there in the next one. The disconnect cell shows this directly. After a loss by disconnection, one next game in twelve is itself abandoned, four times the usual rate, and those games score 30 points per 100 below normal, four in five lost: the connection was still flaky. Keep only next games that were played to a result and the cell drops to −1.1, no worse than any other loss. The short losses survive the same cut (−2.1 either way), and they also hold when each player is measured against their own usual performance rather than their rating (−1.6), so the cell is not a few chronic under-performers. Whether a distracted evening carries into the next game, as a bad connection does, the data cannot separate from tilt. One caveat: a game thrown away before the endgame, a hung queen at move 20, lands in the "never reached an endgame" cell with every other short loss, so this cut cannot tell that kind of blown win from a collapse. What it can say is that among players who kept playing, the game you fought hard and lost is not followed by a worse one. The wins mirror this: long wins are followed by better games than short ones (+0.9 after more than 30 moves, +0.2 under eleven), and a comeback win from an endgame entered losing (Stockfish −2 or worse) by +1.0; both are in the technical report, section 5.

Points above or below normal in the next game, by what the loss looked like, per 100 games

Takeaway: the loss you fought hard for, even the blown won endgame, is not followed by a worse game. The one that is, the ten-move collapse, mostly says you were not really playing in the first place, and that carries over. A disconnect predicts another disconnect, not tilt.
View the data
The loss was…GamesAll time controlsBulletBlitzRapid
by checkmate120,570−0.2 (−0.4 to +0.1)−0.1−0.2−0.2
by resignation235,863−0.6 (−0.8 to −0.5)−0.9−0.4−0.8
on time146,940−0.3 (−0.6 to −0.1)−0.2−0.5−1.1
by disconnection5,219−3.7 (−5.0 to −2.3)−5.2−4.0−2.9
under 11 moves20,027−2.1 (−2.8 to −1.4)−2.8−2.4−1.2
11 to 30 moves226,144−1.0 (−1.2 to −0.8)−1.3−0.8−0.8
over 30 moves262,429+0.1 (−0.1 to +0.3)+0.5+0.1−0.6
never reached an endgame191,673−1.1 (−1.4 to −0.9)−1.6−1.0−0.8
entered the endgame losing (Stockfish −2 or worse)165,591−0.2 (−0.4 to 0.0)+0.2−0.3−0.8
entered the endgame balanced103,2040.0 (−0.3 to +0.3)+0.2+0.2−0.7
entered the endgame winning (Stockfish +2 or better, blown)48,132+0.4 (−0.1 to +0.8)+0.5+0.1+0.5

Next game within the hour, fresh same-rating opponent, settled accounts. "Winning" is a Stockfish evaluation of at least +2.0 at the first move of the endgame (Lichess's own phase rule), "losing" is −2.0 or worse; an evaluation lead, not necessarily a material one, and not necessarily still winning at the end. The pattern survives restricting to single losses, so it is not streak length in disguise, and the endgame cut holds inside long losses alone, so it is not length in disguise either. The disconnect row keeps every next game; restricted to next games that were not themselves abandoned it reads −1.1 (−2.4 to +0.1) (technical report, section 5). Classical is in the report only.

6

What changes after a loss: faster, angrier, gone

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If the score barely moves, where does the feeling go? Into behaviour. Like section 5, this one sets the streak aside: it compares what players do after any loss with what they do after any win, whatever came before. After a loss, players:

The revenge rematch, and who quits on a loss

Points above or below normal in the next game, per 100 games

Chance the session ends after this game

Takeaway: the immediate rematch is the one decision on this page with a visible price: about 1.3 points beyond an ordinary post-loss game, more than four straight losses cost. Whether declining it would recover that, this comparison cannot prove, but unlike a losing streak it is a choice.
View the data
Time controlRematch rate after a lossRevenge rematch: score (points per 100 games)ExpectedRevenge rematchNew opponent after a lossRematch after a winSession ends after a loss…after a winNext game within 60 s after a loss / win, of those who continue
Bullet9.9%48.649.8−1.2 (−1.9 to −0.4)−0.40.022.3%17.2%68% / 72%
Blitz9.8%47.949.5−1.7 (−2.4 to −0.9)−0.4+0.728.6%24.5%64% / 59%
Rapid7.7%46.949.9−3.0 (−4.0 to −2.0)−0.7+1.638.2%36.6%51% / 40%
Classical11.3%44.949.2−4.3 (−7.1 to −1.8)−0.5+2.860.0%59.7%15% / 12%
All9.4%47.949.7−1.8 (−2.2 to −1.3)−0.5+0.6

Rematch: the next game, within the hour, against the same opponent. Rematch rates rise with rating (7% at 800, 15% at 2400); the revenge penalty is largest at 800 and 1200 (−2.1, −3.4) and smallest at 2400 (−0.5). All rates use same-rating games with settled accounts; session-end rates leave out each player's last recorded game, whose sequel is unknown. Time per move, blunder rates and the first-rematch split: technical report, section 6.

What to take to your next session

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