Warm-upPoint the guns6 min
- 3v3 at each hoop, the offence only passes (no dribbles, no cuts) around the arc. On every pass, each off-ball defender jumps toward the ball on the flight of the pass and points one finger at the ball, one at their player.
- Coach freezes the play at random. Any defender who can't see both fingers' targets without turning their head gives the offence a point.
- Theme link: you can't help on a drive from a spot that isn't already in the help position.
Block 1Jump to the ball7 min
- Adds: the ball changing sides, so each defender has to move to a new spot on every pass.
- Three attackers pass around the arc at walking pace, no drives. Two defenders guard two of them; the third attacker is the free passer. On every pass, the defender whose player catches closes out, and the defender whose player is two passes away jumps to the split line.
- Coach calls "freeze" after 3–4 passes and asks a defender where they are and why. Swap defenders every round.
- Progress when: both defenders are in position before the catch, not after.
- Regress if: defenders are always late. The offence holds each catch for 2 seconds.
- Cues (questions): "Can you see the ball and your player from there?" "How many passes away is your player?"
Block 2Stay or go 2v29 min
- Adds: a live drive and the decision to help or not.
- 2v2: one attacker on the wing, one at the top. The ball starts held on the on-ball defender's back; play is live when it comes off. Baseline drives only to start, then either way.
- The helper reads the on-ball defender: still in front → "stay" and stay with your player. Beaten → "go, go, go" and stop the ball. The on-ball defender recovers to the open player.
- Multiple scores: keep playing until the defence gets the ball.
- Progress when: helpers stay as often as they go, and the call comes before the decision.
- Regress if: helpers go every time. Freeze on the drive and ask the question.
- Cues (questions): "Did your teammate need you?" "Did you call it before you moved?"
Block 33v2 help and recover10 min
- Adds: a numbers disadvantage, so stopping the ball and recovering both have to happen.
- 3v2 at both hoops. Two defenders in tandem start in the paint. Offence attacks from the top. The top defender stops the ball; on the pass, closes out to the receiver; the back defender sinks to cover the drive or the next pass. Three possessions, then the defenders join the offence and the next pair steps in.
- Progress when: the defence forces two passes or more on most possessions.
- Regress if: layups every time. Offence must make two passes before shooting.
- Cues (questions): "Who had the ball? Who had the basket?" "When the pass went, who went with it?"
Water3 min
Block 43v3 stay or go10 min
- Adds: a third attacker, so a wrong "go" leaves a real player open.
- 3v3 at each hoop, live from the top. On every drive, the nearest defender calls "stay" or "go" before moving. If they go, the beaten defender recovers to the open player. Nobody rotates behind the helper: that's for under-14.
- The defence must get two stops in a row to rotate to offence; a basket resets their count.
- Progress when: stops come from a call followed by the right move, not from bad shots.
- Regress if: the defence never gets two stops. One stop rotates.
- Cues (questions): "Did your teammate need you?" "When you went, whose player was open, and who covered them?"
FinisherStop count12 min
- 5v5 half court, one hoop. Only the defence scores.
- Scoring:
- 1 pt: a stop.
- 2 pts: a stop that came from a correct "go".
- −1: a help that wasn't needed and gave up an open shot (the coach calls it).
- 6 possessions each way, two rounds.
Huddle3 min
- One question to the group: "When was 'stay' the right call today?"
Coach notes
- Decision errors vs execution errors:
- Going when the on-ball defender had it is a decision error. Freeze and ask Block 2's question.
- Arriving late to the help spot is a positioning error. Send the group back to Block 1 for one round.
- A helper who arrives on time but upright gets driven past. That's execution: stance.
- Common failure: helpers who turn their head to find their player. If they need to turn, they're too far from the ball side.
- Common failure: silent help. A help that isn't called leaves the on-ball defender guessing whether to recover. Mike Kelly: even saying "I've got help" changes what the driver does.
- Judge the call and the spot, not the stop. A correct "stay" followed by a made tough shot is good defence.
Sources
| Source | Used for |
|---|---|
| Simon Mitchell — Frankston Coaching Clinic Part 2 | Warm-up, Block 1 |
| Mike Kelly — Coaching Clinic: Individual Defence | Block 1, coach notes |
| Sam Gruggen — 2019 Skill Development Clinic Series | Blocks 2 and 4, finisher |
| Shannon Seebohm — 2017 ACJBC Trans-Tasman Coaches Clinic | Block 3 |
| Kristen Veal — Defence Clinic | Block 3 |
| junior.basketball (original) | 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.