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Alekhine Defense: Mokele Mbembe

Moves

Black scores

45.5%

Loses more
Loses moreEvenWins more

44.0% won3.0% drawn53.0% lost

Every level and clock · 658K games

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2...Ne4
Analyze this line

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<100010001200140016001800200022002500+

Win rate by rating

Black’s score gets better as the rating rises.

RatingScore against evenScoreWonGames
44.0%42.1%105K
42.5%41.1%84K
44.2%42.9%83K
46.3%45.0%96K
47.6%46.2%107K
47.6%46.1%98K
45.5%43.9%56K
45.1%43.3%24K
46.7%44.5%4.3K

Every clock · Tap a row to set your level.

What comes next?

The most played continuation is 3.d4 e6, the Mokele Mbembe, Vavra Defense.

Is the Mokele Mbembe good?

Not for Black, across every level and clock.

Floor 45.4 is the worst score you would still get, 90% confident.

Where it wins · rating × clock

<100010001200140016001800200022002500+Every levelUltraBulletBulletBlitzRapidClassical
Best 59.6% · 1200–1399 ultrabulletWorst 29.5% · 1400–1599 classical

Faint, hatched: few games, never the best or worst. –: too few to score. Tap a cell to set your level and clock.

Average game length

How do you score in your own openings?

Leaks reads your recent games and lists the openings you score worst in.

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More Alekhine Defense lines

Most played first; each line counts its own games.

All 53 Alekhine Defense lines →
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Methodology

Across every level and clock, the Alekhine Defense: Mokele Mbembe scores 45.5% for Black, with a range running from 45.4% to 45.6% around that figure, from 658K rated Lichess games. Win rate, draw rate and loss rate come from games played September 2023 to August 2026.

How the figures are made
Whose games these are
658K rated games played on Lichess (2023-09 to 2026-08). The games are Lichess’s and free for anyone to use. What is ours is the reading of them. Last rebuilt September 2026.
Which games we count
  • Rated games only — nothing casual.
  • Both players within 200 rating points of each other. A mismatch tells you about the gap, not about the opening.
  • At least 2 moves played.
  • A game is filed under White’s rating.
Why every number comes with a range
A number off a few hundred games is a guess. The same number off millions is a fact. The range is what tells them apart, and it is what the lists rank on — so an opening cannot reach the top on a lucky run of forty games. The more games behind a figure, the narrower its range.
What the Floor and Edge at worst are
The Floor is the worst score you would still get, 90% confident: the low end of a figure’s range, not its average. Edge at worst is how far wins run ahead of losses, 90% confident, so above zero, that side wins more than it loses even on a bad day. Each is stated for the rating and clock shown, over the games that reached the position. They are on different scales: a score sits at 50 when the sides are level, an edge at zero.
How much we need before we say anything
An opening page needs 100 games. A figure on it needs 100 games at its rating and clock: short of that the answer reads a wider scope and says so, a table row shows only its count, and a map cell shows a dash. Under 1.0K games a figure is drawn faint, and never leads a list or counts as the best or worst place the line wins. The chaos and trap lists need 500 games overall and 250 games at one rating or clock.