Durkin's Attack

A001.Na3
Nov 21, 2028
TL;DR

1.Na3 puts a knight on the rim where it covers b5 and not much else. Functionally a pass — Black's central replies score over 53%. Useful only as a surprise weapon against opponents who panic at unfamiliar territory.

Reviewed by

IM John Bartholomew
IM John BartholomewCo-Founder & Chess Educator

International Master and chess educator. Co-founded Chessable and joined Chessiverse as co-founder. Best known for his "Climbing the Rating Ladder" YouTube series and structured opening courses.

Durkin's Attack: A Complete Guide
Durkin's Attack - Opening Moves
Summary

The Durkin's Attack begins with 1.Na3 (ECO A00). A knight to the edge of the board on move one. It controls almost nothing, blocks the a-pawn, and exists mainly because one player from New Jersey kept playing it.

Strategic Overview

1.Na3 sends a knight to the rim, where its scope is roughly half what it would be on c3. The knight covers b5 and c4 and not much else, and it blocks the a-pawn from supporting any future queenside expansion. Functionally it's a pass: White hands the move to Black and waits to see what they do. Black has no reason to be polite back. 1...e5 and 1...d5 are both strong, claiming the center directly. After 1...e5, White's one semi-coherent idea is 2.Nc4, eyeing the e5-pawn, but Black defends easily with ...Nc6 or ...d6 and continues normal development. The opening is associated almost entirely with Robert Durkin of New Jersey, who played it in over-the-board and correspondence games. Eric Schiller nicknamed it the Sodium Attack as a nod to the chemical symbol Na. The naming is the most interesting thing about it.

Key Ideas

A few ideas come up again and again in this opening:

  • Black takes the center immediately — 1.Na3 doesn't pressure anything central, so Black can play 1...e5 or 1...d5 without concern. The knight on a3 doesn't cover d5 or e5, so nothing prevents a direct central claim.
  • White's only follow-up is 2.Nc4 — After 1...e5, the knight wants to reroute via c4 to attack the e5-pawn. Black handles this with simple development like ...Nc6 and ...d6. There's no tactical sting waiting in this line.
  • A knight on the rim blocks queenside expansion — With the knight on a3, the a-pawn can't easily advance, and any later b4 push needs the knight to move first. White's queenside is structurally hampered by its own opening move.

Performance Across Rating Levels

Popularity and results vary sharply by rating level. The 1200 bracket has 70,117 games (0.01% of all games at that level); White wins 34.2%, Black 58.9%, 6.9% are drawn. At 1800 the opening surfaces in 0.01% of games; White wins 53.9%, Black 42.4%, draws 3.7%. At 2500, 0.01% of games go into this opening; draws sit at 10.2% — the line is well-mapped at this level. White's score improves by 10.7pp from the 1200 bracket to the 2500 bracket — the line rewards preparation.

Time Control Patterns

Look at the same opening across time controls and rapid stands out. In bullet, it appears in 0.01% of games (268,342); White wins 45.3%. Blitz shows 0.01% adoption across 330,931 games, White scoring 42.6%. In rapid, the share rises to 0.01% — 131,437 games, White 35.8%. White's score swings 9.5pp across formats, so time control isn't just a stylistic choice here — it shifts the actual results.

Move Diversity and Theory Depth

What players actually play after the opening moves depends heavily on rating. At 1200 Elo, the top reply is e5, played 49% of the time. There are 3 other moves seeing meaningful share, and 76% of games stick to established theory. Entropy: 2.49. By 2500, d5 dominates at 30% of replies; only 4 viable alternatives remain and 68.5% of moves are theory. Entropy drops to 2.79. Move diversity stays high even at master level, suggesting the opening doesn't force one specific response.

Long-term, the trajectory of this opening is informative. Adoption peaked in 2014 at 0.01% (1,289 games). By 2025 it sits at 0.01% — a 8% shift overall, leaving the line flat.

Common Mistakes

  • Neglecting development — It can feel productive to make extra pawn moves early, but falling behind in piece development is what loses most amateur games — especially in open positions where active pieces find squares fast.
  • Playing without a plan — Each Durkin's Attack middlegame demands a specific approach. Decide whether the position calls for attack, manoeuvre, or simplification before reaching for a move.

Practice on Chessiverse

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Quick Facts

Main Line1.Na3
DifficultyBeginner
462,368games on Lichess
40.7%
6.1%
53.2%
White wins Draws Black wins

Data from Lichess opening explorer (blitz & rapid)

Most Popular At400
SharpnessBalanced

Popularity by Rating

Percentage of all games at each rating bracket that feature this opening.

Data from Lichess opening explorer (blitz & rapid games)

Theory Adherence by Rating

How often players choose the single most popular move at this position. Higher = more predictable play.

Black to move after the opening line

Popularity Over Time

Share of all Lichess blitz + rapid games featuring this opening, by year.

Top Moves by Rating

Black to move after the opening line

RatingMost Popular2nd3rd
400e549.5%d521%e66.2%
1000e549.9%d520.5%e67.2%
1200e549%d518.6%e68.3%
1400e547.5%d518.9%e68.9%
1600e544.4%d520.3%e69.8%
1800e539%d522.4%e69.8%
2000e531.3%d524%Nf612.6%
2200d527.2%e527%Nf614%
2500d530%e525.9%Nf612.6%

Popularity by Time Control

Bullet
0.01%268K
Blitz
<0.01%331K
Rapid
0.01%131K
4% more decisive in bullet
Raw data tables (Lichess blitz + rapid)
Durkin's Attack: popularity and win rates by player rating
Rating (Elo)Share %GamesWhite win %Black win %Draw %Sharpness
4000.0498,36737.354.87.90.921
10000.0279,66436.656.66.80.932
12000.0170,11734.258.96.90.931
14000.0166,20836.057.96.10.939
16000.0045,34843.951.64.50.955
18000.0148,69353.942.43.70.963
20000.0140,14154.441.83.80.962
22000.0112,26446.348.15.60.944
25000.011,56644.945.010.20.898
Durkin's Attack: move-choice theory adherence by rating
Rating (Elo)Top moveTop move %Viable movesTheory %Entropy
400e549.5376.72.428
1000e549.9377.62.419
1200e549.0376.02.490
1400e547.5475.32.521
1600e544.4474.62.556
1800e539.0471.12.657
2000e531.3567.92.810
2200d527.2668.32.826
2500d530.0468.52.790
Durkin's Attack: popularity over time
YearShare %GamesWhite win %Black win %Draw %
20130.0129227.169.93.1
20140.011,28935.561.72.8
20150.012,36532.164.43.5
20160.015,73035.261.03.8
20170.0110,54440.555.34.2
20180.0117,22041.953.84.3
20190.0126,39840.155.64.3
20200.0170,37938.954.26.8
20210.0196,50438.453.77.9
20220.0165,87041.552.65.9
20230.0169,99042.152.25.7
20240.0157,88542.052.15.9
20250.0168,77443.551.35.3
Durkin's Attack: popularity by time control
FormatShare %GamesWhite win %Black win %Draw %Sharpness
bullet0.01268,34245.352.12.70.973
blitz0.01330,93142.651.65.80.942
rapid0.01131,43735.857.36.90.931
Durkin's Attack: top candidate moves by rating bracket
Rating (Elo)1st move1st %2nd move2nd %3rd move3rd %
400e549.5d521.0e66.2
1000e549.9d520.5e67.2
1200e549.0d518.6e68.3
1400e547.5d518.9e68.9
1600e544.4d520.3e69.8
1800e539.0d522.4e69.8
2000e531.3d524.0Nf612.6
2200d527.2e527.0Nf614.0
2500d530.0e525.9Nf612.6

Frequently Asked Questions

What is the Durkin's Attack?

The Durkin's Attack begins with 1.Na3 and is classified under ECO code A00. White develops their knight to the edge of the board, where it has little influence on the board.

Is the Durkin's Attack good for beginners?

The Durkin's Attack can be played at any level. Beginners should focus on understanding the key strategic ideas rather than memorizing long theoretical lines. Our AI bots at various rating levels provide a great way to practice the opening concepts.

What are the win rates for the Durkin's Attack?

In a database of 462,368 master games, White wins 40.7% of the time, Black wins 53.2%, and 6.1% are drawn.

How can I practice the Durkin's Attack?

On Chessiverse, you can practice the Durkin's Attack by playing against our 600+ AI bots. Each bot has a unique playing style and opening repertoire, so you can find the perfect sparring partner for any level.

Reviewed by

IM John Bartholomew
IM John BartholomewCo-Founder & Chess Educator

International Master and chess educator. Co-founded Chessable and joined Chessiverse as co-founder. Best known for his "Climbing the Rating Ladder" YouTube series and structured opening courses.

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