Durkin's Attack

A001.Na3

Mar 27, 20263 min read

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.

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.

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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Robert Durkin of New Jersey championed 1.Na3 in over-the-board and correspondence play, but hardly anyone else has taken it up. Chess author Eric Schiller gave it the nickname Sodium Attack.

Named after: The opening carries the name of Robert T. Durkin (1923-2014), a New Jersey player who used 1.Na3 both over the board and by correspondence.

Notable players: Robert T. Durkin

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Quick Facts

Games on Lichess
462,368
Most Popular At
400
Sharpness
Balanced
Eccentric rim-knight development, but play normalizes into ordinary middlegames.
Main Line
1.Na3
FEN
rnbqkbnr/pppppppp/8/8/8/N7/PPPPPPPP/R1BQKBNR b KQkq - 1 1
Style
Unorthodox

White wins 40.7%, draws 6.1%, Black wins 53.2%.

Data from Lichess opening explorer (blitz & rapid)

Unorthodox
Unorthodox openings deviate from classical principles to surprise opponents and lead the game into unfamiliar territory. They can be highly effective when the opponent is unprepared.

Popularity by Rating

Popularity view

It's played most at 400: about 1 in 2,300 games there, against 1 in 22,000 games at 1600. At 1200, White wins 34% and Black 59%; at 2500 they're level at 45%, with more draws (10%).

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

Data from Lichess opening explorer (blitz & rapid games)

Theory Adherence by Rating

Theory adherence view

At 1200, Black's most common reply is 1...e5 (49% of games), with two other moves each played in at least 1 in 20 games. By 2500 the choice widens to four common replies, led by 1...d5 (30%).

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

It has held steady: about 1 in 11,000 games in 2025, much as in 2013 (1 in 9,900 games). It peaked in 2014, at 1 in 7,000 games.

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

Top Moves by Rating

Black to move after the opening line

Top moves by rating
RatingMost Popular2nd3rd
4001...e549.5%1...d521%1...e66.2%
10001...e549.9%1...d520.5%1...e67.2%
12001...e549%1...d518.6%1...e68.3%
14001...e547.5%1...d518.9%1...e68.9%
16001...e544.4%1...d520.3%1...e69.8%
18001...e539%1...d522.4%1...e69.8%
20001...e531.3%1...d524%1...Nf612.6%
22001...d527.2%1...e527%1...Nf614%
25001...d530%1...e525.9%1...Nf612.6%

Popularity by Time Control

It's played most in rapid: about 1 in 8,400 rapid games, against 1 in 11,000 blitz games. White wins more often in bullet (45%) than in rapid (36%).

  • Bullet0.01%268K
  • Blitz<0.01%331K
  • Rapid0.01%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
4001...e549.5376.72.428
10001...e549.9377.62.419
12001...e549.0376.02.490
14001...e547.5475.32.521
16001...e544.4474.62.556
18001...e539.0471.12.657
20001...e531.3567.92.810
22001...d527.2668.32.826
25001...d530.0468.52.790
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 %
4001...e549.51...d521.01...e66.2
10001...e549.91...d520.51...e67.2
12001...e549.01...d518.61...e68.3
14001...e547.51...d518.91...e68.9
16001...e544.41...d520.31...e69.8
18001...e539.01...d522.41...e69.8
20001...e531.31...d524.01...Nf612.6
22001...d527.21...e527.01...Nf614.0
25001...d530.01...e525.91...Nf612.6

Frequently Asked Questions

Durkin's Attack

What is this opening?

This opening 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 this opening good for beginners?

This opening 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 this opening?

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

How can I practice this opening?

On Chessiverse, you can practice this opening by playing against our 1,100+ AI bots. Each bot has a unique playing style and opening repertoire, so you can find the perfect sparring partner for any level.

Sources

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