Warm-upHead, shoulders, knees, go6 min
- Pairs face each other at the top of the key in a stance, the ball on the floor between them. The coach calls body parts (head, shoulders, knees, toes) and they touch them. On "go", both race for the ball: whoever gets it attacks the rim, the other defends. One possession, next pair. Winners stay on for one more.
- Theme link: the first player to act gets the advantage. That's the whole 2v1: act before the defender decides.
Block 1Elbow 2v1: shoot or pass7 min
- Adds: a defender who has to choose who to guard.
- Attackers on both elbows, in a shooting stance before the ball arrives. The defender starts under the rim with the ball, passes to either elbow, then closes out. The catcher shoots if the defender is late, or passes across if they come. Whoever catches the extra pass can only shoot.
- Shooter goes out and rebounds; the defender becomes an attacker, the next player defends. The players run the rotation themselves.
- Defender: fake one way, then close out the other. Two attackers beat one defender, so the defender has to gamble.
- Progress when: the catcher decides on the catch, with no hold and look.
- Regress if: catchers aren't ready and the defender gets there anyway. The defender has to touch the baseline after the pass out.
- Cues (questions): "Where was the defender when the ball got to you?" "Who threw a fake first, you or them?"
Block 2Drive and read: no pass through the middle8 min
- Adds: a dribble drive, so the defender's choice now happens at speed.
- Ball at the top, a teammate on the block in a stance, the defender under the rim. The ball handler drives straight at the rim. Defender stays home → finish. Defender steps up → pass to the block, bounce pass or lob, never through the defender's middle (shoulders to hips). The block player steps into the catch and scores. One pass at most.
- Rotate: ball handler → block → defender → line.
- Progress when: passes go around the defender on 4 out of 5 reps, and the ball handler scores when the defender stays.
- Regress if: ball handlers pass early, before the defender has moved. Rule: the defender must make a move before the pass is allowed.
- Cues (questions): "What made you pass?" "Where were the defender's hands when you threw it?"
Water2 min
Block 32v1 from half-way9 min
- Adds: speed and space. The defender is now moving too, and has to pick on the run.
- Groups of three, one at a time. The ball handler pushes from half-way with the teammate wide on the other side. The defender starts at the top of the key. Score inside six seconds. The teammate stays wide until the defender picks, then cuts to the rim.
- After the rep: ball handler defends next, defender goes to the line, teammate brings the next ball. Start from both sides.
- Progress when: the ball handler gets to the free-throw line before deciding.
- Regress if: the defender keeps stealing passes. The defender starts at the free-throw line, not the top of the key.
- Cues (questions): "When did the defender pick?" "If you'd kept going one more dribble, what would have happened?"
Finisher3v2: split, kick, extra10 min
- Three attackers on the arc, two defenders who must touch the arc with a foot after the first pass before they can play. Live 3v2. Beat your defender into the paint (the split). If help comes, kick it out. On a kick-out the catcher can shoot or make one more pass, but can't drive again.
- Scoring:
- 2 pts: a layup.
- 1 pt: any other make.
- Defence: a stop, or any pass thrown through a defender's middle, wins the ball.
- Shooter steps out, resting player steps in on defence, a defender moves to offence. First to 7.
- Progress when: attackers drive first and pass second.
- Regress if: the offence passes around the arc without driving. Every possession has to start with a drive.
Huddle3 min
- One question to the group: "When the defender came to you, how did you know it was safe to pass?"
Coach notes
- Decision errors vs execution errors:
- Passing before the defender has moved is a decision error. It gives the defender time to recover. Ask Block 2's question: "What made you pass?"
- A pass picked off through the defender's middle is execution. The read was right; the pass went the wrong way. Back to Block 2 for bounce and lob passes.
- Common failure: the teammate without the ball stands still or drifts in. Ask them to be in a shooting stance before the ball comes, and stay wide until the defender picks.
- Judge the decision, not the outcome. A correct pass that's fumbled was still the right read. A layup scored after passing up an open teammate was still a guess.
- Let them run it. Players work out their own rotations in Block 1. It's messy for two minutes, then it flows, and they're thinking instead of waiting.
- Running it for 60: add the 15 minutes to the live end, not the technique blocks. Block 3 goes to 14 min. The finisher goes to 18 min, with the second round played without the touch-the-arc rule so the defenders start closer. The huddle goes to 5 min, with a second question: "Who was open on the kick-out, and why?"
Sources
| Source | Used for |
|---|---|
| South West Coaches Conference — Drills for Decision Making | Warm-up, Block 1, Block 2, finisher |
| Mike Rao — A Championship Season | Block 3 |
| junior.basketball (original) | Block 3 six-second rule, finisher scoring |
Unofficial resource. Drills are adapted from recorded coaching clinics and credited to the coaches named in Sources above; anything marked junior.basketball (original) was written for this plan. Not affiliated with or endorsed by those coaches or the organisations that ran the clinics. Full credit to every presenter.