Destroyer rush
Pond skips the usual eco-only start to build a shipyard by ~3:00 and push Riptides and Oppressors into the middle from under 4 minutes, pumping T1 naval assault far earlier than any normal Pond.
Usually pumps units (63%)
#naval #rush #push · 16 distinct matches · 13 players · 6% of Cortex Pond games · team won 44% of 16 · Recently observed
T1 naval assault from 4:09 · 6% of role by thenFrom the Shipyard. Only 6% of Pond games have it by then; others who build it get it around 4:21
Missile corvette in 100%5% of all Pond games by then
Shipyard in 94%5% of all Pond games by then
Destroyer in 50%3% of all Pond games by then
Light transport from an ally in 50%5% of all Pond games by then
Started with Riptide (50%), Oppressor (50%).
Where those units first fight, in 15 games with kill data: in the middle 80%, on their own side 20%.
Those units destroy a typical 3,508 metal of enemy units by 15:00.
Then transitions into destroyer (38% of army), missile corvette (9% of army).
Key timing: Shipyard by 2:46
- Skip the usual eco-first boosting job and rush a Shipyard instead.
- Get Shipyard up well ahead of the role's normal pace.
- Push out destroyer or frigate to start fighting the middle seas.
- Add Herring for light anti-air and sonar coverage at sea.
- Keep feeding destroyers as your main naval force.
Phase by phase
TYPICAL OF ITS 16 GAMES · AGAINST STANDARD PONDFollow the example game's first 6:00 step by step: what to build now, what comes next, and where it goes. At 1× it keeps pace with your own game.
- 1
Up to the Bot Lab
Economy
3Mex+3 vs standard
2Wind+2 vs standard
Order
Bot Lab after 3 mex, 4 winddone ~1:12, middle half 1:09–6:42
Some games also: wind for allies (44%) · tidal for allies (31%)
By 0:56 in all: 3 mex (standard 0) · 2 wind (standard 0)
The example game in this phase · 3 steps
- Tidal ×2
Con ship
Submarinedone 1:33
- 2
Bot Lab to Shipyard
Economy
1Mex−3 vs standard
Order
Shipyard after 4 mex, 5 wind, 1 energy storagedone ~3:02, middle half 2:44–3:45
Some games also: Graverobber (44%) · wind (44%) · con bot (44%) · trasher (38%) · energy storage (38%)
By 2:46 in all: 4 mex · 5 wind (standard 1)
The example game in this phase · 1 step
Shipyarddone 0:39 · typical 3:02
- 3
Shipyard to T1 naval assault
Economy
1Mex
Order
T1 naval assault after 5 mex, 5 wind, 1 energy storagedone ~4:24, middle half 3:42–5:35
Some games also: Radar Tower (50%) · con ship (50%) · missile corvette (44%) · wind (38%) · Guard (31%)
The standard build makes here, this one skips: 4 wind
By 4:03 in all: 6 mex (standard 4) · 5 wind · 1 energy storage
The example game in this phase · 7 steps
- Mex
- Wind ×4
Guard- Mex
Submarine
Missile corvette
Frigatedone 2:27 · typical 4:24
- 4
T1 naval assault to 10:00
Economy
3Mex+3 vs standard
Builders
2 Death Cavalry +2 vs standard
1 Con ship
Army
4 Frigate +4 vs standard
2 Destroyer +2 vs standard
2 Missile corvette +2 vs standard
Other
1 Naval Radar / Sonar Tower
Some games also: wind (50%) · converter (31%) · Radar Tower (31%) · geo (31%)
The standard build makes here, this one skips: 8 wind
By 10:00 in all: 9 mex (standard 4) · 12 wind · 1 tidal · 1 energy storage
The example game in this phase · 78 steps
- Mex
Frigate
Missile corvette
Frigate ×2
Missile corvette
Frigate ×2
Missile corvette
Destroyer ×2done 5:03 · typical 5:06
Frigate ×2
Missile corvette
Frigate ×2
Missile corvette
Destroyer
Frigate
Urchin
Frigate
Missile corvette
Destroyer
Death Cavalry ×3
Con ship ×2- Mex
Con ship ×2- Mex
Advanced Shipyarddone 11:34- Naval Construction Turret
Vehicle Plantdone 11:05- Naval Construction Turret ×2
Con vehicle- Naval Construction Turret
- Con turret
Advanced Construction Sub- Con turret
- Mex
- Con turret
Pathfinder
Naval Advanced Metal Extractordone 12:26
Naval Radar / Sonar Tower- Tidal
Pathfinder- Wind
- Tidal ×2
- Wind
- Tidal
- Wind
- Tidal
Advanced Vehicle Plantdone 13:06
Pathfinder- Mex
- Wind
- Tidal
- Wind
Pathfinder- Tidal
- Wind
Pathfinder- Tidal
Naval Advanced Metal Extractor- Wind
- Tidal
Pathfinder- Tidal
- Wind ×2
Naval Radar / Sonar Tower- Wind ×2
T2 con vehiclefor Geo sea- Wind
T2 con vehiclefor Front
Naval Advanced Metal Extractor
Naval Radar / Sonar Tower
Advanced Construction Sub
T2 con vehiclefor Beach sea
Radar jammer ship
T2 con vehicle
Tzardone 14:42
Naval Advanced Metal Extractor
Cruisernot finished by 15:00
Radar vehicle
Furynot finished by 15:00
Counts are medians over the build's games: half of them build more, half fewer. The example game is [AFUS]Trotski's (83 OS, 18/09/2026); pick another.
Team trades
IN AT LEAST 30% OF ITS GAMESYou hand over
8 Tidal to Suicide front or Frontfirst at 0:14 · in 31% of games
2 Wind to Air or Suicide front or Frontfirst at 1:35 · in 50% of games
You get
1 Finch from Airfirst at 1:41 · in 50% of games
1 Light transport from Air or Beach seafirst at 2:10 · in 50% of games
1 T2 con bot from Techfirst at 7:58 · in 44% of games
How it plays out
Typical game of this build against the role’s standard build, running totals by minute
- This build
- Standard pond
Metal produced
metal
Enemy metal destroyed
metal
Own metal lost
metal
16 games.
Show as table
| By | Metal produced: This build | Metal produced: Standard pond | Enemy metal destroyed: This build | Enemy metal destroyed: Standard pond | Own metal lost: This build | Own metal lost: Standard pond |
|---|---|---|---|---|---|---|
| 1:00 | 396 | 115 | 0 | 0 | 0 | 0 |
| 2:00 | 924 | 279 | 0 | 0 | 0 | 0 |
| 3:00 | 1482 | 816 | 0 | 0 | 0 | 0 |
| 4:00 | 2415 | 1509 | 0 | 0 | 0 | 0 |
| 5:00 | 3532 | 2216 | 163 | 0 | 51 | 0 |
| 6:00 | 4748 | 2961 | 609 | 0 | 92 | 0 |
| 7:00 | 6241 | 3822 | 1163 | 305 | 261 | 0 |
| 8:00 | 6573 | 4622 | 1550 | 1065 | 856 | 180 |
| 9:00 | 7476 | 5551 | 2703 | 1495 | 1166 | 615 |
| 10:00 | 9440 | 6683 | 3410 | 2159 | 1631 | 903 |
| 11:00 | 11450 | 8204 | 3685 | 2677 | 1631 | 1360 |
| 12:00 | 11623 | 10138 | 3915 | 3082 | 2022 | 1680 |
| 13:00 | 13225 | 12446 | 4234 | 3427 | 3020 | 2144 |
| 14:00 | 16107 | 14434 | 4627 | 3818 | 3321 | 2791 |
| 15:00 | 18865 | 16843 | 4627 | 4177 | 4056 | 3299 |
Dealt and took more damage than the standard build but the team won less often, trading eco role for early naval fights.
- + Enemy metal destroyed well above standard by 10:00 (3380 vs 2196).
- + Metal produced ahead of standard at every checkpoint shown.
- − Team win rate 40% versus standard's 52%.
- − Own metal lost at 10:00 nearly double standard (1850 vs 941).
[AFUS]Trotski
83.0 OS · 18/09/2026
Open source match ↗45 received units
14588 metal received · 79683 energy received
Typical milestones
Played most by
PlatinumBlonde3games of this buildDeathkebab2games of this build[AFUS]Trotski1game of this build[MooDeng]NongJohn1game of this buildAlphacure1game of this buildSupporting games
Pick a game to read and play it above.
[MooDeng]NongJohn25/09/2026 · 39 OS↗thermite25/09/2026 · 35 OS↗Deathkebab24/09/2026 · 36 OS↗Alphacure20/09/2026 · 36 OS↗[AFUS]Trotski18/09/2026 · 83 OS↗JesterB15/09/2026 · 35 OS↗EXZoPrimer313/09/2026 · 38 OS↗Hummell07/09/2026 · 46 OS↗8 more
SHOGVN04/09/2026 · 35 OS↗Deathkebab31/08/2026 · 36 OS↗pyrothraxus29/08/2026 · 36 OS↗Slump28/08/2026 · 38 OS↗CenturionPrimera18/08/2026 · 42 OS↗PlatinumBlonde16/08/2026 · 57 OS↗PlatinumBlonde10/08/2026 · 52 OS↗PlatinumBlonde07/08/2026 · 50 OS↗Beyond All Reason test-31320-e17e8b7
Naval balance tweaks on