Every number on this page was measured against Lexathon's actual word list — 2,315 possible answers, drawn from 12,972 accepted guesses — not borrowed from another word game. Some of it contradicts habits picked up elsewhere.
Here's how often each letter appears in at least one answer:
| Letter | E | A | R | O | T | L | I | S | N | U |
|---|---|---|---|---|---|---|---|---|---|---|
| % of answers | 46% | 39% | 36% | 29% | 29% | 28% | 28% | 27% | 24% | 20% |
Nearly half of all answers contain an E. If a guess doesn't test E, A or R, it's working with worse odds than it could be.
A good opener maximises the chance of touching the answer at all. Measured against the full answer list:
| Opener | Answers it touches |
|---|---|
ALOES | 93.0% |
ADIEU | 93.0% |
ARISE | 92.7% |
All three land at least one coloured tile in more than nine games out of ten. The differences between them are small enough not to matter much — pick one you'll remember.
This is where it gets useful. Pair an opener with a second word sharing none of its letters and you can cover the entire answer list:
| Pair | Coverage |
|---|---|
ARISE → COUGH | 100% |
ADIEU → CORNY | 100% |
Every single possible answer contains at least one of those ten letters. Play both and you are guaranteed information — you cannot draw a completely blank board.
Only 36 of the 2,315 answers end in S — 1.6%. Guessing a plural is close to a wasted guess, and worse, a trailing S returning grey teaches you nothing you couldn't have assumed. S itself is still common (27% of answers) — just rarely in last position. Test it at the front, where it's the most common opening letter at 16%.
749 answers — 32% — repeat a letter. Roughly one game in three. When you're stuck with four confirmed letters and nothing fits, a repeat is usually what you're missing. Most players rule doubles out far too early.
One more: the most common final letter is E (18%), followed closely by Y (16%). A word ending in Y is about ten times likelier than a word ending in S.
| Solved on | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| Points | 500 | 250 | 150 | 50 | 10 |
Each step down costs roughly half. A single second-guess solve is worth five fourth-guess solves. This is why "just solve it eventually" is a losing approach — the points are all at the top.
The only real decision here is when to stop. Missing with no Continue left destroys the entire run, so every extra word risks everything you've banked to gain a few hundred.
The asymmetry sharpens as you go: at 500 points you're risking little, at 8,000 you're risking a lot for the same upside. Watch the Continue rather than the score — once you've spent it, you're one bad word from zero. That's the honest moment to consider banking, not some round number.
Seven minutes against another player, and a miss only costs 50. Against a 500-point solve, that penalty is small — which means hesitating is more expensive than being wrong. Thirty seconds agonising over a second-guess solve can cost you a whole extra word.
Guess quickly, accept the occasional 50, and keep the board moving. Your two skips are for the genuine walls — the word where you have four letters placed and nothing fits. Burning a skip there costs nothing and saves thirty seconds; sitting on it costs the clock and probably 50 points anyway.
The match ends instantly at a 1,000-point lead, so two fast solves early can end it before your opponent settles.
There is no clock on the Daily Puzzle, and you play all seven words whatever happens. That inverts the Clash advice above, though not for the reason it used to.
Take as long as you want: a guess costs you nothing but accuracy. What a miss costs is that word's points and nothing else — the nine other words are still yours to play. So the question on every word is simply how many points you expect from it, with no survival premium on top. A fifth-guess solve is worth 10 points, which is better than nothing and not much better; it is no longer the save it once was.
The safe two-word opening still earns its place here more than anywhere else, because scoring on all seven is what wins the day — but it is now a consistency play rather than a survival one, and the board's tiebreak rewards it directly: equal scores are split by who solved more words.
Second pays 500 and third pays 200 in every size of room, from three players to six — a bigger lobby only adds places underneath, it never pushes the good ones out of reach. Unlike Clash there's no knockout, so a player who's pulled ahead can't finish it early — the clock always runs out.
Rating works the same way. Because it's scored against every other player in the match, a big room is worth more for the same finish: second of six is a solid gain, second of three barely moves. If you're choosing between waiting for a fuller lobby and starting at three, waiting pays.
That means a bad start isn't fatal, and it makes quitting a mistake twice over: you forfeit the placement you'd have earned, and leaving early locks you into a worse one than leaving late. Play it out.
ARISE, ADIEU or ALOES.New to the game? Start with the rules, then play a round.
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