

1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 0-0 6.Be2 e5 7.0-0 opens the King's Indian Defence: 1.d4 Nf6 2.c4... 7.0-0, ECO E94. Across rating levels it shows up in 923,060 recorded games — enough data to map exactly where it succeeds and where it stalls.
History and Notable Players
It arises from the King's Indian Defence: 1.d4 Nf6 2.c4... e5. On the White side, Lubomir Ftacnik (138 games), Loek Van Wely (114 games), Zdenko Kozul (101 games) top the database. Notable Black exponents: Zdenko Kozul (87 games), Ilia Smirin (85 games), Wolfgang Uhlmann (84 games).
Performance Across Rating Levels
How well the King's Indian Defence: 1.d4 Nf6 2.c4... 7.0-0 works depends on what level you're playing at. Among 1200-rated players, it appears in 0.00% of games — 2,496 of them on record — with White winning 49.9% and Black 44.9%. Move up to 1800 Elo and the share shifts to 0.01%, with White winning 51.4% versus Black's 43.9%. Among 2500-rated players the line appears in 0.38% of games and draws spike to 9.2%, indicating tight preparation.
Time Control Patterns
Look at the same opening across time controls and blitz stands out. In bullet, it appears in 0.01% of games (351,558); White wins 50%. Blitz shows 0.02% adoption across 842,761 games, White scoring 50.4%. In rapid, the share rises to 0.01% — 78,789 games, White 51.1%.
Move Diversity and Theory Depth
Move choice is far from uniform in the King's Indian Defence: 1.d4 Nf6 2.c4... 7.0-0. At 1200 Elo, the top reply is Nc6, played 37.5% of the time. There are 5 other moves seeing meaningful share, and 79.8% of games stick to established theory. Entropy: 2.33. By 2500, Nc6 dominates at 60.4% of replies; only 5 viable alternatives remain and 84% of moves are theory. Entropy drops to 1.93.
Historical Trends
Tracking the King's Indian Defence: 1.d4 Nf6 2.c4... 7.0-0 year over year shows a clear story. Adoption peaked in 2017 at 0.03% (34,657 games). By 2025 it sits at 0.01% — a 36% shift overall, leaving the line on the rise.
Main Lines and Variations
After 1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 0-0 6.Be2 e5 7.0-0, the established follow-ups are:
Each branch leads to a different middlegame character — the resulting pawn structure decides what kind of game you get.
Common Mistakes
- Drifting away from main theory — At 400 Elo, theory adherence sits at 74.5% — versus 93.7% at 2000. The most popular deviation is Re8 (played 8.7% of the time at 400, much less so up top). It looks fine but quietly hands the better-prepared side an edge.
- Neglecting development — Extra pawn moves in the opening are tempting, especially when you "know the moves". Developing a piece each turn is the simple correction.
- Letting White own the centre — Hypermodern openings concede central space on purpose, but only if you strike back in time. Delay the counter-blow and you end up squeezed.
Practice on Chessiverse
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